Index: src/gpu/gl/GrGLShaderBuilder.cpp |
diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp |
index 5ed8f0da09c5bd90fed30f10a117f45a55d3048b..57294975f7dc4148e7914003086466b69efdfbc2 100644 |
--- a/src/gpu/gl/GrGLShaderBuilder.cpp |
+++ b/src/gpu/gl/GrGLShaderBuilder.cpp |
@@ -165,7 +165,7 @@ bool GrGLShaderBuilder::enableFeature(GLSLFeature feature) { |
if (!fCtxInfo.caps()->shaderDerivativeSupport()) { |
return false; |
} |
- if (kES2_GrGLBinding == fCtxInfo.binding()) { |
+ if (kES_GrGLBinding == fCtxInfo.binding()) { |
this->addFSFeature(1 << kStandardDerivatives_GLSLFeature, |
"GL_OES_standard_derivatives"); |
} |
@@ -552,7 +552,7 @@ inline void append_default_precision_qualifier(GrGLShaderVar::Precision p, |
GrGLBinding binding, |
SkString* str) { |
// Desktop GLSL has added precision qualifiers but they don't do anything. |
- if (kES2_GrGLBinding == binding) { |
+ if (kES_GrGLBinding == binding) { |
switch (p) { |
case GrGLShaderVar::kHigh_Precision: |
str->append("precision highp float;\n"); |