| 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();
|
|
|