Index: src/effects/SkLightingImageFilter.cpp |
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp |
index bac83e537dc9ce9c8292743234ea036d56e18ad8..1dca0fcab4e03681e2d11008d9c83b60079bb5c8 100644 |
--- a/src/effects/SkLightingImageFilter.cpp |
+++ b/src/effects/SkLightingImageFilter.cpp |
@@ -1658,14 +1658,14 @@ void GrGLLightingEffect::emitCode(EmitArgs& args) { |
fLight->emitLightColorUniform(args.fBuilder); |
SkString lightFunc; |
this->emitLightFunc(args.fBuilder, &lightFunc); |
- static const GrGLShaderVar gSobelArgs[] = { |
- GrGLShaderVar("a", kFloat_GrSLType), |
- GrGLShaderVar("b", kFloat_GrSLType), |
- GrGLShaderVar("c", kFloat_GrSLType), |
- GrGLShaderVar("d", kFloat_GrSLType), |
- GrGLShaderVar("e", kFloat_GrSLType), |
- GrGLShaderVar("f", kFloat_GrSLType), |
- GrGLShaderVar("scale", kFloat_GrSLType), |
+ static const GrGLSLShaderVar gSobelArgs[] = { |
+ GrGLSLShaderVar("a", kFloat_GrSLType), |
+ GrGLSLShaderVar("b", kFloat_GrSLType), |
+ GrGLSLShaderVar("c", kFloat_GrSLType), |
+ GrGLSLShaderVar("d", kFloat_GrSLType), |
+ GrGLSLShaderVar("e", kFloat_GrSLType), |
+ GrGLSLShaderVar("f", kFloat_GrSLType), |
+ GrGLSLShaderVar("scale", kFloat_GrSLType), |
}; |
SkString sobelFuncName; |
GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); |
@@ -1677,10 +1677,10 @@ void GrGLLightingEffect::emitCode(EmitArgs& args) { |
gSobelArgs, |
"\treturn (-a + b - 2.0 * c + 2.0 * d -e + f) * scale;\n", |
&sobelFuncName); |
- static const GrGLShaderVar gPointToNormalArgs[] = { |
- GrGLShaderVar("x", kFloat_GrSLType), |
- GrGLShaderVar("y", kFloat_GrSLType), |
- GrGLShaderVar("scale", kFloat_GrSLType), |
+ static const GrGLSLShaderVar gPointToNormalArgs[] = { |
+ GrGLSLShaderVar("x", kFloat_GrSLType), |
+ GrGLSLShaderVar("y", kFloat_GrSLType), |
+ GrGLSLShaderVar("scale", kFloat_GrSLType), |
}; |
SkString pointToNormalName; |
fsBuilder->emitFunction(kVec3f_GrSLType, |
@@ -1690,9 +1690,9 @@ void GrGLLightingEffect::emitCode(EmitArgs& args) { |
"\treturn normalize(vec3(-x * scale, -y * scale, 1));\n", |
&pointToNormalName); |
- static const GrGLShaderVar gInteriorNormalArgs[] = { |
- GrGLShaderVar("m", kFloat_GrSLType, 9), |
- GrGLShaderVar("surfaceScale", kFloat_GrSLType), |
+ static const GrGLSLShaderVar gInteriorNormalArgs[] = { |
+ GrGLSLShaderVar("m", kFloat_GrSLType, 9), |
+ GrGLSLShaderVar("surfaceScale", kFloat_GrSLType), |
}; |
SkString normalBody = emitNormalFunc(fBoundaryMode, |
pointToNormalName.c_str(), |
@@ -1767,10 +1767,10 @@ void GrGLDiffuseLightingEffect::emitLightFunc(GrGLFPBuilder* builder, SkString* |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"KD", &kd); |
- static const GrGLShaderVar gLightArgs[] = { |
- GrGLShaderVar("normal", kVec3f_GrSLType), |
- GrGLShaderVar("surfaceToLight", kVec3f_GrSLType), |
- GrGLShaderVar("lightColor", kVec3f_GrSLType) |
+ static const GrGLSLShaderVar gLightArgs[] = { |
+ GrGLSLShaderVar("normal", kVec3f_GrSLType), |
+ GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType), |
+ GrGLSLShaderVar("lightColor", kVec3f_GrSLType) |
}; |
SkString lightBody; |
lightBody.appendf("\tfloat colorScale = %s * dot(normal, surfaceToLight);\n", kd); |
@@ -1855,10 +1855,10 @@ void GrGLSpecularLightingEffect::emitLightFunc(GrGLFPBuilder* builder, SkString* |
"Shininess", |
&shininess); |
- static const GrGLShaderVar gLightArgs[] = { |
- GrGLShaderVar("normal", kVec3f_GrSLType), |
- GrGLShaderVar("surfaceToLight", kVec3f_GrSLType), |
- GrGLShaderVar("lightColor", kVec3f_GrSLType) |
+ static const GrGLSLShaderVar gLightArgs[] = { |
+ GrGLSLShaderVar("normal", kVec3f_GrSLType), |
+ GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType), |
+ GrGLSLShaderVar("lightColor", kVec3f_GrSLType) |
}; |
SkString lightBody; |
lightBody.appendf("\tvec3 halfDir = vec3(normalize(surfaceToLight + vec3(0, 0, 1)));\n"); |
@@ -1987,8 +1987,8 @@ void GrGLSpotLight::emitLightColor(GrGLFPBuilder* builder, |
fSUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s); |
- static const GrGLShaderVar gLightColorArgs[] = { |
- GrGLShaderVar("surfaceToLight", kVec3f_GrSLType) |
+ static const GrGLSLShaderVar gLightColorArgs[] = { |
+ GrGLSLShaderVar("surfaceToLight", kVec3f_GrSLType) |
}; |
SkString lightColorBody; |
lightColorBody.appendf("\tfloat cosAngle = -dot(surfaceToLight, %s);\n", s); |