Index: src/effects/SkColorCubeFilter.cpp |
diff --git a/src/effects/SkColorCubeFilter.cpp b/src/effects/SkColorCubeFilter.cpp |
index 7f1f59622e57e2184ef9e247bc9960da06708c62..5f1f10d53f020f5192ba5c84c4f1e7a9fa714b5e 100644 |
--- a/src/effects/SkColorCubeFilter.cpp |
+++ b/src/effects/SkColorCubeFilter.cpp |
@@ -212,7 +212,7 @@ private: |
/////////////////////////////////////////////////////////////////////////////// |
GrColorCubeEffect::GrColorCubeEffect(GrTexture* colorCube) |
- : fColorCubeAccess(colorCube, "bgra", GrTextureParams::kBilerp_FilterMode) { |
+ : fColorCubeAccess(colorCube, GrTextureParams::kBilerp_FilterMode) { |
this->initClassID<GrColorCubeEffect>(); |
this->addTextureAccess(&fColorCubeAccess); |
} |
@@ -287,11 +287,11 @@ void GrColorCubeEffect::GLSLProcessor::emitCode(EmitArgs& args) { |
// Apply the cube. |
fragBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor); |
fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords1); |
- fragBuilder->codeAppend(".rgb, "); |
+ fragBuilder->codeAppend(".bgr, "); |
fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords2); |
// Premultiply color by alpha. Note that the input alpha is not modified by this shader. |
- fragBuilder->codeAppendf(".rgb, fract(%s.b)) * vec3(%s), %s.a);\n", |
+ fragBuilder->codeAppendf(".bgr, fract(%s.b)) * vec3(%s), %s.a);\n", |
cubeIdx, nonZeroAlpha, args.fInputColor); |
} |