| Index: src/effects/SkColorCubeFilter.cpp
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| diff --git a/src/effects/SkColorCubeFilter.cpp b/src/effects/SkColorCubeFilter.cpp
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| index 23241c025546232194a549263aabffb0dbf45132..d9e51127a4df8b530f537e872f674e2c21b73124 100644
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| --- a/src/effects/SkColorCubeFilter.cpp
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| +++ b/src/effects/SkColorCubeFilter.cpp
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| @@ -277,9 +277,9 @@ void GrColorCubeEffect::GLSLProcessor::emitCode(EmitArgs& args) {
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|  
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|      // Apply the cube.
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|      fragBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor);
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| -    fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords1);
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| +    fragBuilder->appendTextureLookup(args.fTexSamplers[0], cCoords1);
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|      fragBuilder->codeAppend(".bgr, ");
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| -    fragBuilder->appendTextureLookup(args.fSamplers[0], cCoords2);
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| +    fragBuilder->appendTextureLookup(args.fTexSamplers[0], cCoords2);
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|  
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|      // Premultiply color by alpha. Note that the input alpha is not modified by this shader.
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|      fragBuilder->codeAppendf(".bgr, fract(%s.b)) * vec3(%s), %s.a);\n",
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| 
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