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 |