| Index: src/gpu/effects/GrDitherEffect.cpp
|
| diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
|
| index bab0f32dd87559ba1d920e823d75149995d2d00d..fb02da5544ce61d0ffa30e815c647ac9a2ef5478 100644
|
| --- a/src/gpu/effects/GrDitherEffect.cpp
|
| +++ b/src/gpu/effects/GrDitherEffect.cpp
|
| @@ -10,7 +10,8 @@
|
| #include "GrInvariantOutput.h"
|
| #include "SkRect.h"
|
| #include "gl/GrGLFragmentProcessor.h"
|
| -#include "gl/builders/GrGLProgramBuilder.h"
|
| +#include "glsl/GrGLSLFragmentShaderBuilder.h"
|
| +#include "glsl/GrGLSLProgramBuilder.h"
|
|
|
| //////////////////////////////////////////////////////////////////////////////
|
|
|
| @@ -72,7 +73,7 @@ GLDitherEffect::GLDitherEffect(const GrProcessor&) {
|
| }
|
|
|
| void GLDitherEffect::emitCode(EmitArgs& args) {
|
| - GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
|
| + GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
|
| // Generate a random number based on the fragment position. For this
|
| // random number generator, we use the "GLSL rand" function
|
| // that seems to be floating around on the internet. It works under
|
| @@ -92,7 +93,7 @@ void GLDitherEffect::emitCode(EmitArgs& args) {
|
| //////////////////////////////////////////////////////////////////////////////
|
|
|
| void DitherEffect::onGetGLProcessorKey(const GrGLSLCaps& caps,
|
| - GrProcessorKeyBuilder* b) const {
|
| + GrProcessorKeyBuilder* b) const {
|
| GLDitherEffect::GenKey(*this, caps, b);
|
| }
|
|
|
|
|