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, |