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-rw-r--r--libs/hwui/ProgramCache.cpp19
1 files changed, 4 insertions, 15 deletions
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index 3e9412c..439e6fb 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -35,17 +35,10 @@ const char* gVS_Header_Uniforms =
"uniform mat4 transform;\n";
const char* gVS_Header_Uniforms_HasGradient[3] = {
// Linear
- "uniform float gradientLength;\n"
- "uniform vec2 gradient;\n"
- "uniform vec2 gradientStart;\n"
"uniform mat4 screenSpace;\n",
// Circular
- "uniform vec2 gradientStart;\n"
- "uniform mat4 gradientMatrix;\n"
"uniform mat4 screenSpace;\n",
// Sweep
- "uniform vec2 gradientStart;\n"
- "uniform mat4 gradientMatrix;\n"
"uniform mat4 screenSpace;\n"
};
const char* gVS_Header_Uniforms_HasBitmap =
@@ -69,14 +62,11 @@ const char* gVS_Main_OutTexCoords =
" outTexCoords = texCoords;\n";
const char* gVS_Main_OutGradient[3] = {
// Linear
- " vec4 location = screenSpace * position;\n"
- " index = dot(location.xy - gradientStart, gradient) * gradientLength;\n",
+ " index = (screenSpace * position).x;\n",
// Circular
- " vec4 location = screenSpace * position;\n"
- " circular = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n",
+ " circular = (screenSpace * position).xy;\n",
// Sweep
- " vec4 location = screenSpace * position;\n"
- " sweep = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n"
+ " sweep = (screenSpace * position).xy;\n"
};
const char* gVS_Main_OutBitmapTexCoords =
" vec4 bitmapCoords = textureTransform * position;\n"
@@ -102,7 +92,6 @@ const char* gFS_Uniforms_GradientSampler[3] = {
// Linear
"uniform sampler2D gradientSampler;\n",
// Circular
- "uniform float gradientRadius;\n"
"uniform sampler2D gradientSampler;\n",
// Sweep
"uniform sampler2D gradientSampler;\n"
@@ -134,7 +123,7 @@ const char* gFS_Main_FetchGradient[3] = {
// Linear
" vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
// Circular
- " float index = length(circular) * gradientRadius;\n"
+ " float index = length(circular);\n"
" vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
// Sweep
" float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"