Do not scale down sparkles
Doing so creates artifacts on PenTile displays. Test: visual Fixes: 184074874 Change-Id: I11d90d2fb9c1d21c96a7cc7383452fa7d184c7f2
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@@ -65,7 +65,7 @@ final class RippleShader extends RuntimeShader {
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+ " float currentRadius = radius * progress;\n"
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+ " float circle_outer = softCircle(uv, xy, currentRadius + thickness, blur);\n"
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+ " float circle_inner = softCircle(uv, xy, currentRadius - thickness, blur);\n"
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+ " return clamp(circle_outer - circle_inner, 0., 1.);\n"
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+ " return saturate(circle_outer - circle_inner);\n"
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+ "}\n"
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+ "float subProgress(float start, float end, float progress) {\n"
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+ " float sub = clamp(progress, start, end);\n"
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@@ -133,7 +133,7 @@ final class RippleShader extends RuntimeShader {
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}
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public void setResolution(float w, float h, int density) {
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float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f;
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float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE;
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setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
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setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
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}
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