| Index: src/effects/SkColorCubeFilter.cpp
|
| diff --git a/src/effects/SkColorCubeFilter.cpp b/src/effects/SkColorCubeFilter.cpp
|
| index d9e51127a4df8b530f537e872f674e2c21b73124..17e030da76793844567c6d9ad143be5e89372200 100644
|
| --- a/src/effects/SkColorCubeFilter.cpp
|
| +++ b/src/effects/SkColorCubeFilter.cpp
|
| @@ -275,11 +275,12 @@ void GrColorCubeEffect::GLSLProcessor::emitCode(EmitArgs& args) {
|
| fragBuilder->codeAppendf("vec2 %s = vec2(%s.r, (ceil(%s.b) + %s.g) * %s);\n",
|
| cCoords2, cubeIdx, cubeIdx, cubeIdx, colorCubeInvSizeUni);
|
|
|
| + const GrGLSLSampler& sampler = uniformHandler->getSampler(args.fTexSamplers[0]);
|
| // Apply the cube.
|
| fragBuilder->codeAppendf("%s = vec4(mix(", args.fOutputColor);
|
| - fragBuilder->appendTextureLookup(args.fTexSamplers[0], cCoords1);
|
| + fragBuilder->appendTextureLookup(sampler, cCoords1);
|
| fragBuilder->codeAppend(".bgr, ");
|
| - fragBuilder->appendTextureLookup(args.fTexSamplers[0], cCoords2);
|
| + fragBuilder->appendTextureLookup(sampler, cCoords2);
|
|
|
| // Premultiply color by alpha. Note that the input alpha is not modified by this shader.
|
| fragBuilder->codeAppendf(".bgr, fract(%s.b)) * vec3(%s), %s.a);\n",
|
|
|