| Index: src/gpu/gl/GrGLShaderBuilder.cpp
|
| diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp
|
| index 264bc3b0050eb8675b310c9ad2f040246475daf6..94568e034ad3d6350449012bc58bca54045e946d 100644
|
| --- a/src/gpu/gl/GrGLShaderBuilder.cpp
|
| +++ b/src/gpu/gl/GrGLShaderBuilder.cpp
|
| @@ -404,14 +404,11 @@ const char* GrGLShaderBuilder::fragmentPosition() {
|
| return "";
|
| }
|
| }
|
| + // We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers
|
| + // to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the
|
| + // declaration varies in earlier GLSL specs. So it is simpler to omit it.
|
| if (fTopLeftFragPosRead) {
|
| - if (!fSetupFragPosition) {
|
| - fFSInputs.push_back().set(kVec4f_GrSLType,
|
| - GrGLShaderVar::kIn_TypeModifier,
|
| - "gl_FragCoord",
|
| - GrGLShaderVar::kDefault_Precision);
|
| - fSetupFragPosition = true;
|
| - }
|
| + fSetupFragPosition = true;
|
| return "gl_FragCoord";
|
| } else if (fGpu->glCaps().fragCoordConventionsSupport()) {
|
| if (!fSetupFragPosition) {
|
|
|