Index: src/gpu/effects/GrDitherEffect.cpp |
diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp |
index e6f3fbe5cf0bca765be853961b2e36c42f9ddd3a..37cc1ae5701eb7f6a663e97393690d8370df4db1 100644 |
--- a/src/gpu/effects/GrDitherEffect.cpp |
+++ b/src/gpu/effects/GrDitherEffect.cpp |
@@ -73,7 +73,7 @@ GLDitherEffect::GLDitherEffect(const GrProcessor&) { |
} |
void GLDitherEffect::emitCode(EmitArgs& args) { |
- GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); |
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
// 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 |
@@ -83,11 +83,11 @@ void GLDitherEffect::emitCode(EmitArgs& args) { |
// For each channel c, add the random offset to the pixel to either bump |
// it up or let it remain constant during quantization. |
- fsBuilder->codeAppendf("\t\tfloat r = " |
- "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n", |
- fsBuilder->fragmentPosition()); |
- fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", |
- args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str()); |
+ fragBuilder->codeAppendf("\t\tfloat r = " |
+ "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n", |
+ fragBuilder->fragmentPosition()); |
+ fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", |
+ args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str()); |
} |
////////////////////////////////////////////////////////////////////////////// |