| Index: src/gpu/effects/GrDitherEffect.cpp | 
| diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp | 
| index a431897a4eaa2a987bb902f6a0504020bb3ed09b..443df9ed362991b49b78c0c57002dbd65ed0392f 100644 | 
| --- a/src/gpu/effects/GrDitherEffect.cpp | 
| +++ b/src/gpu/effects/GrDitherEffect.cpp | 
| @@ -5,10 +5,10 @@ | 
| * found in the LICENSE file. | 
| */ | 
|  | 
| +#include "gl/builders/GrGLProgramBuilder.h" | 
| #include "GrDitherEffect.h" | 
|  | 
| #include "gl/GrGLEffect.h" | 
| -#include "gl/GrGLShaderBuilder.h" | 
| #include "gl/GrGLSL.h" | 
| #include "GrTBackendEffectFactory.h" | 
|  | 
| @@ -70,7 +70,7 @@ class GLDitherEffect : public GrGLEffect { | 
| public: | 
| GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&); | 
|  | 
| -    virtual void emitCode(GrGLShaderBuilder* builder, | 
| +    virtual void emitCode(GrGLProgramBuilder* builder, | 
| const GrDrawEffect& drawEffect, | 
| const GrEffectKey& key, | 
| const char* outputColor, | 
| @@ -87,13 +87,14 @@ GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory, | 
| : INHERITED (factory) { | 
| } | 
|  | 
| -void GLDitherEffect::emitCode(GrGLShaderBuilder* builder, | 
| +void GLDitherEffect::emitCode(GrGLProgramBuilder* builder, | 
| const GrDrawEffect& drawEffect, | 
| const GrEffectKey& key, | 
| const char* outputColor, | 
| const char* inputColor, | 
| const TransformedCoordsArray&, | 
| const TextureSamplerArray& samplers) { | 
| +    GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); | 
| // Generate a random number based on the fragment position. For this | 
| // random number generator, we use the "GLSL rand" function | 
| // that seems to be floating around on the internet. It works under | 
| @@ -103,10 +104,10 @@ void GLDitherEffect::emitCode(GrGLShaderBuilder* builder, | 
|  | 
| // For each channel c, add the random offset to the pixel to either bump | 
| // it up or let it remain constant during quantization. | 
| -    builder->fsCodeAppendf("\t\tfloat r = " | 
| +    fsBuilder->codeAppendf("\t\tfloat r = " | 
| "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n", | 
| -                           builder->fragmentPosition()); | 
| -    builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", | 
| +                           fsBuilder->fragmentPosition()); | 
| +    fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", | 
| outputColor, GrGLSLExpr4(inputColor).c_str()); | 
| } | 
|  | 
|  |