Do not scale down sparkles

Doing so creates artifacts on PenTile displays.

Test: visual
Fixes: 184074874
Change-Id: I11d90d2fb9c1d21c96a7cc7383452fa7d184c7f2
This commit is contained in:
Lucas Dupin
2021-03-30 18:03:11 -07:00
parent 74d4d02977
commit 9b1bcd73b0

View File

@@ -65,7 +65,7 @@ final class RippleShader extends RuntimeShader {
+ " float currentRadius = radius * progress;\n"
+ " float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur);\n"
+ " float circle_inner = softCircle(uv, xy, currentRadius - thickness, blur);\n"
+ " return clamp(circle_outer - circle_inner, 0., 1.);\n"
+ " return saturate(circle_outer - circle_inner);\n"
+ "}\n"
+ "float subProgress(float start, float end, float progress) {\n"
+ " float sub = clamp(progress, start, end);\n"
@@ -133,7 +133,7 @@ final class RippleShader extends RuntimeShader {
}
public void setResolution(float w, float h, int density) {
float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f;
float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE;
setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
}