| Index: src/gpu/effects/GrBezierEffect.cpp
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| diff --git a/src/gpu/effects/GrBezierEffect.cpp b/src/gpu/effects/GrBezierEffect.cpp
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| index 196168c06a6e2628b7958c0a2dd1efdadfdf0cfd..26049b398baa2f9e2d604e843d875b11b68c7b97 100644
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| --- a/src/gpu/effects/GrBezierEffect.cpp
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| +++ b/src/gpu/effects/GrBezierEffect.cpp
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| @@ -44,6 +44,10 @@ void GrGLConicEffect::emitCode(const EmitArgs& args) {
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|      GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
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|      vsBuilder->codeAppendf("%s = %s;", v.vsOut(), inConicCoeffs.c_str());
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|  
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| +    // setup position varying
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| +    vsBuilder->codeAppendf("%s = %s * vec3(%s, 1);", vsBuilder->glPosition(), vsBuilder->uViewM(),
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| +                           vsBuilder->inPosition());
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| +
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|      GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
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|      fsBuilder->codeAppend("float edgeAlpha;");
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|  
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| @@ -184,6 +188,10 @@ void GrGLQuadEffect::emitCode(const EmitArgs& args) {
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|      const GrShaderVar& inHairQuadEdge = args.fGP.cast<GrQuadEffect>().inHairQuadEdge();
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|      vsBuilder->codeAppendf("%s = %s;", v.vsOut(), inHairQuadEdge.c_str());
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|  
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| +    // setup position varying
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| +    vsBuilder->codeAppendf("%s = %s * vec3(%s, 1);", vsBuilder->glPosition(), vsBuilder->uViewM(),
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| +                           vsBuilder->inPosition());
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| +
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|      GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
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|      fsBuilder->codeAppendf("float edgeAlpha;");
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|  
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| @@ -310,6 +318,10 @@ void GrGLCubicEffect::emitCode(const EmitArgs& args) {
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|      const GrShaderVar& inCubicCoeffs = args.fGP.cast<GrCubicEffect>().inCubicCoeffs();
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|      vsBuilder->codeAppendf("%s = %s;", v.vsOut(), inCubicCoeffs.c_str());
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|  
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| +    // setup position varying
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| +    vsBuilder->codeAppendf("%s = %s * vec3(%s, 1);", vsBuilder->glPosition(), vsBuilder->uViewM(),
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| +                           vsBuilder->inPosition());
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| +
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|      GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
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|  
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|      GrGLShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
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| 
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