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abdullh.alsoleman
Front-End
Commits
437623c9
Unverified
Commit
437623c9
authored
Aug 04, 2022
by
Zachary Anderson
Committed by
GitHub
Aug 04, 2022
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Plain Diff
Don't duplicate SkSL builtin function 'saturate' (#108946)
parent
f5cecd04
Changes
1
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1 changed file
with
3 additions
and
7 deletions
+3
-7
ink_sparkle.frag
packages/flutter/lib/src/material/shaders/ink_sparkle.frag
+3
-7
No files found.
packages/flutter/lib/src/material/shaders/ink_sparkle.frag
View file @
437623c9
...
...
@@ -34,10 +34,6 @@ const float PI_ROTATE_LEFT = PI * -0.0078125;
const
float
ONE_THIRD
=
1
.
/
3
.;
const
vec2
TURBULENCE_SCALE
=
vec2
(
0
.
8
);
float
saturate
(
float
x
)
{
return
clamp
(
x
,
0
.
0
,
1
.
0
);
}
float
triangle_noise
(
highp
vec2
n
)
{
n
=
fract
(
n
*
vec2
(
5
.
3987
,
5
.
4421
));
n
+=
dot
(
n
.
yx
,
n
.
xy
+
vec2
(
21
.
5351
,
14
.
3137
));
...
...
@@ -62,7 +58,7 @@ float soft_circle(vec2 uv, vec2 xy, float radius, float blur) {
float
soft_ring
(
vec2
uv
,
vec2
xy
,
float
radius
,
float
thickness
,
float
blur
)
{
float
circle_outer
=
soft_circle
(
uv
,
xy
,
radius
+
thickness
,
blur
);
float
circle_inner
=
soft_circle
(
uv
,
xy
,
max
(
radius
-
thickness
,
0
.
0
),
blur
);
return
saturate
(
circle_outer
-
circle_inner
);
return
clamp
(
circle_outer
-
circle_inner
,
0
.
0
,
1
.
0
);
}
float
circle_grid
(
vec2
resolution
,
vec2
p
,
vec2
xy
,
vec2
rotation
,
float
cell_diameter
)
{
...
...
@@ -79,7 +75,7 @@ float sparkle(vec2 uv, float t) {
s
+=
threshold
(
n
+
sin
(
PI
*
(
t
+
0
.
35
)),
0
.
1
,
0
.
15
);
s
+=
threshold
(
n
+
sin
(
PI
*
(
t
+
0
.
7
)),
0
.
2
,
0
.
25
);
s
+=
threshold
(
n
+
sin
(
PI
*
(
t
+
1
.
05
)),
0
.
3
,
0
.
35
);
return
saturate
(
s
)
*
0
.
55
;
return
clamp
(
s
,
0
.
0
,
1
.
0
)
*
0
.
55
;
}
float
turbulence
(
vec2
uv
)
{
...
...
@@ -88,7 +84,7 @@ float turbulence(vec2 uv) {
float
g2
=
circle_grid
(
TURBULENCE_SCALE
,
uv_scale
,
u_circle2
,
u_rotation2
,
0
.
2
);
float
g3
=
circle_grid
(
TURBULENCE_SCALE
,
uv_scale
,
u_circle3
,
u_rotation3
,
0
.
275
);
float
v
=
(
g1
*
g1
+
g2
-
g3
)
*
0
.
5
;
return
saturate
(
0
.
45
+
0
.
8
*
v
);
return
clamp
(
0
.
45
+
0
.
8
*
v
,
0
.
0
,
1
.
0
);
}
void
main
()
{
...
...
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