| Index: src/gpu/effects/GrBezierEffect.cpp
|
| diff --git a/src/gpu/effects/GrBezierEffect.cpp b/src/gpu/effects/GrBezierEffect.cpp
|
| index 196168c06a6e2628b7958c0a2dd1efdadfdf0cfd..20f97c90c9f98f0ba7baefe49cf6362f7c0e7980 100644
|
| --- a/src/gpu/effects/GrBezierEffect.cpp
|
| +++ b/src/gpu/effects/GrBezierEffect.cpp
|
| @@ -44,6 +44,11 @@ void GrGLConicEffect::emitCode(const EmitArgs& args) {
|
| GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
|
| vsBuilder->codeAppendf("%s = %s;", v.vsOut(), inConicCoeffs.c_str());
|
|
|
| + // setup position varying
|
| + vsBuilder->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", args.fGP.uViewM(),
|
| + args.fGP.inPosition());
|
| + vsBuilder->transformPositionToDeviceSpace("pos3");
|
| +
|
| GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
|
| fsBuilder->codeAppend("float edgeAlpha;");
|
|
|
| @@ -184,6 +189,11 @@ void GrGLQuadEffect::emitCode(const EmitArgs& args) {
|
| const GrShaderVar& inHairQuadEdge = args.fGP.cast<GrQuadEffect>().inHairQuadEdge();
|
| vsBuilder->codeAppendf("%s = %s;", v.vsOut(), inHairQuadEdge.c_str());
|
|
|
| + // setup position varying
|
| + vsBuilder->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", args.fGP.uViewM(),
|
| + args.fGP.inPosition());
|
| + vsBuilder->transformPositionToDeviceSpace("pos3");
|
| +
|
| GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
|
| fsBuilder->codeAppendf("float edgeAlpha;");
|
|
|
| @@ -310,6 +320,11 @@ void GrGLCubicEffect::emitCode(const EmitArgs& args) {
|
| const GrShaderVar& inCubicCoeffs = args.fGP.cast<GrCubicEffect>().inCubicCoeffs();
|
| vsBuilder->codeAppendf("%s = %s;", v.vsOut(), inCubicCoeffs.c_str());
|
|
|
| + // setup position varying
|
| + vsBuilder->codeAppendf("vec3 pos3 = %s * vec3(%s, 1);", args.fGP.uViewM(),
|
| + args.fGP.inPosition());
|
| + vsBuilder->transformPositionToDeviceSpace("pos3");
|
| +
|
| GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
|
|
|
| GrGLShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
|
|
|