| Index: src/gpu/effects/GrDitherEffect.cpp
|
| diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
|
| index b692de8a0628d91994ea394f2ab0a49504e928b9..85116aee28cde08afd465df045b96d7037032f93 100644
|
| --- a/src/gpu/effects/GrDitherEffect.cpp
|
| +++ b/src/gpu/effects/GrDitherEffect.cpp
|
| @@ -87,7 +87,7 @@ void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
|
| const char* inputColor,
|
| const TransformedCoordsArray&,
|
| const TextureSamplerArray& samplers) {
|
| - GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| + GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| // Generate a random number based on the fragment position. For this
|
| // random number generator, we use the "GLSL rand" function
|
| // that seems to be floating around on the internet. It works under
|
|
|