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(); |