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); |