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", |