Merge "Fix hard edge on charging ripple." into sc-qpr1-dev
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@@ -104,7 +104,7 @@ class ChargingRippleView(context: Context?, attrs: AttributeSet?) : View(context
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// the active effect area. Values here should be kept in sync with the
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// the active effect area. Values here should be kept in sync with the
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// animation implementation in the ripple shader.
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// animation implementation in the ripple shader.
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val maskRadius = (1 - (1 - rippleShader.progress) * (1 - rippleShader.progress) *
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val maskRadius = (1 - (1 - rippleShader.progress) * (1 - rippleShader.progress) *
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(1 - rippleShader.progress)) * radius * 1.5f
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(1 - rippleShader.progress)) * radius * 2
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canvas?.drawCircle(origin.x, origin.y, maskRadius, ripplePaint)
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canvas?.drawCircle(origin.x, origin.y, maskRadius, ripplePaint)
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}
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}
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}
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}
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