Index: src/gpu/effects/GrDistanceFieldGeoProc.cpp |
diff --git a/src/gpu/effects/GrDistanceFieldGeoProc.cpp b/src/gpu/effects/GrDistanceFieldGeoProc.cpp |
index 89aa31ee5d01f5f796f41da51c5d1ff5d0118af0..79004aec4696f06dc80695462f0e7b47811569de 100644 |
--- a/src/gpu/effects/GrDistanceFieldGeoProc.cpp |
+++ b/src/gpu/effects/GrDistanceFieldGeoProc.cpp |
@@ -90,7 +90,8 @@ public: |
dfTexEffect.inTextureCoords()->fName); |
// Use highp to work around aliasing issues |
- fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(pb->glslCaps(), kHigh_GrSLPrecision)); |
+ fsBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(), |
+ kHigh_GrSLPrecision)); |
fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); |
fsBuilder->codeAppend("\tfloat texColor = "); |
@@ -319,7 +320,8 @@ public: |
"TextureSize", &textureSizeUniName); |
// Use highp to work around aliasing issues |
- fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(pb->glslCaps(), kHigh_GrSLPrecision)); |
+ fsBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(), |
+ kHigh_GrSLPrecision)); |
fsBuilder->codeAppendf("vec2 uv = %s;", v.fsIn()); |
fsBuilder->codeAppend("float texColor = "); |
@@ -330,7 +332,8 @@ public: |
fsBuilder->codeAppend("float distance = " |
SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");"); |
- fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(pb->glslCaps(), kHigh_GrSLPrecision)); |
+ fsBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(), |
+ kHigh_GrSLPrecision)); |
fsBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName); |
fsBuilder->codeAppend("float afwidth;"); |
if (dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag) { |
@@ -544,9 +547,11 @@ public: |
// create LCD offset adjusted by inverse of transform |
// Use highp to work around aliasing issues |
- fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(pb->glslCaps(), kHigh_GrSLPrecision)); |
+ fsBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(), |
+ kHigh_GrSLPrecision)); |
fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); |
- fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(pb->glslCaps(), kHigh_GrSLPrecision)); |
+ fsBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(), |
+ kHigh_GrSLPrecision)); |
SkScalar lcdDelta = 1.0f / (3.0f * atlas->width()); |
if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) { |