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Use the correct shaders (#1323)
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Instead of adding a new overload that is already gone, add the new one that was added and is staying around for a bit.
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mattleibow authored Jun 6, 2020
1 parent 2c0f9f7 commit 5b08f56
Showing 1 changed file with 8 additions and 6 deletions.
14 changes: 8 additions & 6 deletions binding/Binding/SKShader.cs
Original file line number Diff line number Diff line change
Expand Up @@ -420,14 +420,16 @@ public static SKShader CreateCompose (SKShader shaderA, SKShader shaderB, SKBlen
return GetObject (SkiaApi.sk_shader_new_blend (mode, shaderA.Handle, shaderB.Handle, null));
}

public static SKShader CreateCompose (SKShader shaderA, SKShader shaderB, SKBlendMode mode, SKMatrix localMatrix)
// CreateLerp

public static SKShader CreateLerp (float weight, SKShader dst, SKShader src)
{
if (shaderA == null)
throw new ArgumentNullException (nameof (shaderA));
if (shaderB == null)
throw new ArgumentNullException (nameof (shaderB));
if (dst == null)
throw new ArgumentNullException (nameof (dst));
if (src == null)
throw new ArgumentNullException (nameof (src));

return GetObject (SkiaApi.sk_shader_new_blend (mode, shaderA.Handle, shaderB.Handle, &localMatrix));
return GetObject (SkiaApi.sk_shader_new_lerp (weight, dst.Handle, src.Handle, null));
}

// CreateColorFilter
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