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); |
} |