Index: src/gpu/effects/GrDitherEffect.cpp |
diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp |
index e7f90acd8746c713e992f3ea1aa87f6a455f2570..ce8c4716653911dad53a8b91a71f3f9b720782d3 100644 |
--- a/src/gpu/effects/GrDitherEffect.cpp |
+++ b/src/gpu/effects/GrDitherEffect.cpp |
@@ -71,7 +71,7 @@ class GLDitherEffect : public GrGLFragmentProcessor { |
public: |
GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&); |
- virtual void emitCode(GrGLProgramBuilder* builder, |
+ virtual void emitCode(GrGLFPBuilder* builder, |
const GrFragmentProcessor& fp, |
const GrProcessorKey& key, |
const char* outputColor, |
@@ -88,14 +88,14 @@ GLDitherEffect::GLDitherEffect(const GrBackendProcessorFactory& factory, |
: INHERITED (factory) { |
} |
-void GLDitherEffect::emitCode(GrGLProgramBuilder* builder, |
+void GLDitherEffect::emitCode(GrGLFPBuilder* builder, |
const GrFragmentProcessor& fp, |
const GrProcessorKey& key, |
const char* outputColor, |
const char* inputColor, |
const TransformedCoordsArray&, |
const TextureSamplerArray& samplers) { |
- GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
+ GrGLFPFragmentBuilder* 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 |