| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| index 6d6edb4bd3816730ce45f5d2637b111208760a7c..6fa09001859e40664a7a956789a7691842b73f3c 100644
|
| --- a/cc/output/shader.cc
|
| +++ b/cc/output/shader.cc
|
| @@ -395,14 +395,14 @@ std::string VertexShaderBase::GetShaderString() const {
|
|
|
| FragmentShaderBase::FragmentShaderBase() {}
|
|
|
| -std::string FragmentShaderBase::GetShaderString(TexCoordPrecision precision,
|
| - SamplerType sampler) const {
|
| +std::string FragmentShaderBase::GetShaderString() const {
|
| // The AA shader values will use TexCoordPrecision.
|
| + TexCoordPrecision precision = tex_coord_precision_;
|
| if (has_aa_ && precision == TEX_COORD_PRECISION_NA)
|
| precision = TEX_COORD_PRECISION_MEDIUM;
|
| return SetFragmentTexCoordPrecision(
|
| precision, SetFragmentSamplerType(
|
| - sampler, SetBlendModeFunctions(GetShaderSource())));
|
| + sampler_type_, SetBlendModeFunctions(GetShaderSource())));
|
| }
|
|
|
| void FragmentShaderBase::Init(GLES2Interface* context,
|
| @@ -481,7 +481,7 @@ void FragmentShaderBase::FillLocations(ShaderLocations* locations) const {
|
| locations->backdrop = backdrop_location_;
|
| locations->backdrop_rect = backdrop_rect_location_;
|
| }
|
| - if (mask_for_background())
|
| + if (mask_for_background_)
|
| locations->original_backdrop = original_backdrop_location_;
|
| if (has_mask_sampler_) {
|
| locations->mask_sampler = mask_sampler_location_;
|
| @@ -519,7 +519,7 @@ std::string FragmentShaderBase::SetBlendModeFunctions(
|
| });
|
|
|
| std::string mixFunction;
|
| - if (mask_for_background()) {
|
| + if (mask_for_background_) {
|
| mixFunction = SHADER0([]() {
|
| vec4 MixBackdrop(TexCoordPrecision vec2 bgTexCoord, float mask) {
|
| vec4 backdrop = texture2D(s_backdropTexture, bgTexCoord);
|
|
|