| Index: src/effects/SkColorCubeFilter.cpp
|
| diff --git a/src/effects/SkColorCubeFilter.cpp b/src/effects/SkColorCubeFilter.cpp
|
| index 87746e03e0d3e6a69ff1267fc2629c033cac0030..a6f8e78e6e7978e39681d0d53efbaa803305ad95 100644
|
| --- a/src/effects/SkColorCubeFilter.cpp
|
| +++ b/src/effects/SkColorCubeFilter.cpp
|
| @@ -264,34 +264,34 @@ void GrColorCubeEffect::GLSLProcessor::emitCode(EmitArgs& args) {
|
| // Note: if implemented using texture3D in OpenGL ES older than OpenGL ES 3.0,
|
| // the shader might need "#extension GL_OES_texture_3D : enable".
|
|
|
| - GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
|
| + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
|
|
|
| // Unpremultiply color
|
| - fsBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, args.fInputColor);
|
| - fsBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n",
|
| - unPMColor, args.fInputColor, nonZeroAlpha, nonZeroAlpha);
|
| + fragBuilder->codeAppendf("\tfloat %s = max(%s.a, 0.00001);\n", nonZeroAlpha, args.fInputColor);
|
| + fragBuilder->codeAppendf("\tvec4 %s = vec4(%s.rgb / %s, %s);\n",
|
| + unPMColor, args.fInputColor, nonZeroAlpha, nonZeroAlpha);
|
|
|
| // Fit input color into the cube.
|
| - fsBuilder->codeAppendf(
|
| + fragBuilder->codeAppendf(
|
| "vec3 %s = vec3(%s.rg * vec2((%s - 1.0) * %s) + vec2(0.5 * %s), %s.b * (%s - 1.0));\n",
|
| cubeIdx, unPMColor, colorCubeSizeUni, colorCubeInvSizeUni, colorCubeInvSizeUni,
|
| unPMColor, colorCubeSizeUni);
|
|
|
| // Compute y coord for for texture fetches.
|
| - fsBuilder->codeAppendf("vec2 %s = vec2(%s.r, (floor(%s.b) + %s.g) * %s);\n",
|
| - cCoords1, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni);
|
| - fsBuilder->codeAppendf("vec2 %s = vec2(%s.r, (ceil(%s.b) + %s.g) * %s);\n",
|
| - cCoords2, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni);
|
| + fragBuilder->codeAppendf("vec2 %s = vec2(%s.r, (floor(%s.b) + %s.g) * %s);\n",
|
| + cCoords1, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni);
|
| + fragBuilder->codeAppendf("vec2 %s = vec2(%s.r, (ceil(%s.b) + %s.g) * %s);\n",
|
| + cCoords2, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni);
|
|
|
| // Apply the cube.
|
| - fsBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor);
|
| - fsBuilder->appendTextureLookup(args.fSamplers[0], cCoords1);
|
| - fsBuilder->codeAppend(".rgb, ");
|
| - fsBuilder->appendTextureLookup(args.fSamplers[0], cCoords2);
|
| + fragBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor);
|
| + fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords1);
|
| + fragBuilder->codeAppend(".rgb, ");
|
| + fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords2);
|
|
|
| // Premultiply color by alpha. Note that the input alpha is not modified by this shader.
|
| - fsBuilder->codeAppendf(".rgb, fract(%s.b)) * vec3(%s), %s.a);\n",
|
| - cubeIdx, nonZeroAlpha, args.fInputColor);
|
| + fragBuilder->codeAppendf(".rgb, fract(%s.b)) * vec3(%s), %s.a);\n",
|
| + cubeIdx, nonZeroAlpha, args.fInputColor);
|
| }
|
|
|
| void GrColorCubeEffect::GLSLProcessor::onSetData(const GrGLSLProgramDataManager& pdman,
|
|
|