| Index: src/gpu/effects/GrDitherEffect.cpp
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| diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
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| index 1638b1fdec2ca119106f4942bca9976527e3f474..e87014094a7e5b4b8c35d64a304a57e58fb2f994 100644
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| --- a/src/gpu/effects/GrDitherEffect.cpp
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| +++ b/src/gpu/effects/GrDitherEffect.cpp
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| @@ -63,12 +63,7 @@ class GLDitherEffect : public GrGLFragmentProcessor {
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|  public:
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|      GLDitherEffect(const GrProcessor&);
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|  
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| -    virtual void emitCode(GrGLFPBuilder* builder,
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| -                          const GrFragmentProcessor& fp,
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| -                          const char* outputColor,
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| -                          const char* inputColor,
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| -                          const TransformedCoordsArray&,
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| -                          const TextureSamplerArray&) override;
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| +    virtual void emitCode(EmitArgs& args) override;
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|  
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|  private:
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|      typedef GrGLFragmentProcessor INHERITED;
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| @@ -77,13 +72,8 @@ private:
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|  GLDitherEffect::GLDitherEffect(const GrProcessor&) {
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|  }
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|  
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| -void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
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| -                              const GrFragmentProcessor& fp,
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| -                              const char* outputColor,
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| -                              const char* inputColor,
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| -                              const TransformedCoordsArray&,
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| -                              const TextureSamplerArray& samplers) {
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| -    GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
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| +void GLDitherEffect::emitCode(EmitArgs& args) {
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| +    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
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|      // Generate a random number based on the fragment position. For this
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|      // random number generator, we use the "GLSL rand" function
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|      // that seems to be floating around on the internet. It works under
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| @@ -97,7 +87,7 @@ void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
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|                             "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
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|                             fsBuilder->fragmentPosition());
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|      fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
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| -                           outputColor, GrGLSLExpr4(inputColor).c_str());
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| +                           args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
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|  }
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|  
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|  //////////////////////////////////////////////////////////////////////////////
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| 
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