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Unified Diff: src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp

Issue 1417123002: Move GrGLShaderVar to GrGLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: fix gyp Created 5 years, 2 months ago
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Index: src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
index 17f3267e8a96a91cdf5c102c031d48c382c1e32b..4976575f522b4ed48266522cd0ab2cbd84b227e0 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
@@ -708,7 +708,7 @@ void GLFocalInside2PtConicalEffect::emitCode(EmitArgs& args) {
// this is the distance along x-axis from the end center to focal point in
// transformed coordinates
- GrGLShaderVar focal = args.fBuilder->getUniformVariable(fFocalUni);
+ GrGLSLShaderVar focal = args.fBuilder->getUniformVariable(fFocalUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
@@ -954,11 +954,11 @@ void GLCircleInside2PtConicalEffect::emitCode(EmitArgs& args) {
"Conical2FSParams");
SkString tName("t");
- GrGLShaderVar center = args.fBuilder->getUniformVariable(fCenterUni);
+ GrGLSLShaderVar center = args.fBuilder->getUniformVariable(fCenterUni);
// params.x = A
// params.y = B
// params.z = C
- GrGLShaderVar params = args.fBuilder->getUniformVariable(fParamUni);
+ GrGLSLShaderVar params = args.fBuilder->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
@@ -1184,11 +1184,11 @@ void GLCircleOutside2PtConicalEffect::emitCode(EmitArgs& args) {
"Conical2FSParams");
SkString tName("t");
- GrGLShaderVar center = args.fBuilder->getUniformVariable(fCenterUni);
+ GrGLSLShaderVar center = args.fBuilder->getUniformVariable(fCenterUni);
// params.x = A
// params.y = B
// params.z = C
- GrGLShaderVar params = args.fBuilder->getUniformVariable(fParamUni);
+ GrGLSLShaderVar params = args.fBuilder->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
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