Index: experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp |
diff --git a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp |
index 233638253c949516dc9e438f8b4424179e098bc0..73ce1a3b3bc66412995bc02b3b79c0c0ab090fb1 100644 |
--- a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp |
+++ b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp |
@@ -736,14 +736,14 @@ void GrGLPerlinNoise2::emitCode(EmitArgs& args) { |
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0); |
- fBaseFrequencyUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec2f_GrSLType, kDefault_GrSLPrecision, |
"baseFrequency"); |
const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni); |
const char* stitchDataUni = nullptr; |
if (pne.stitchTiles()) { |
- fStitchDataUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fStitchDataUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec2f_GrSLType, kDefault_GrSLPrecision, |
"stitchData"); |
stitchDataUni = uniformHandler->getUniformCStr(fStitchDataUni); |
@@ -1139,17 +1139,17 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) { |
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0); |
- fBaseFrequencyUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec2f_GrSLType, kDefault_GrSLPrecision, |
"baseFrequency"); |
const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni); |
- fOctavesUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fOctavesUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"octaves"); |
const char* octavesUni = uniformHandler->getUniformCStr(fOctavesUni); |
- fZUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fZUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"z"); |
const char* zUni = uniformHandler->getUniformCStr(fZUni); |