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author | 2017-07-28 15:19:46 -0400 | |
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committer | 2017-07-28 20:43:03 +0000 | |
commit | 5af9ea399d5e0344cc4b7da4e97b5dc5b3c74f64 (patch) | |
tree | df906a3af0b954b130340589f24d128ce655bb01 /src/gpu/glsl/GrGLSLGeometryProcessor.h | |
parent | 0edfbb78244739cb6e695f240edb7f659a543160 (diff) |
renamed SkSL types in preparation for killing precision modifiers
Bug: skia:
Change-Id: Iff0289e25355a89cdc289a0892ed755dd1b1c900
Reviewed-on: https://skia-review.googlesource.com/27703
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/gpu/glsl/GrGLSLGeometryProcessor.h')
-rw-r--r-- | src/gpu/glsl/GrGLSLGeometryProcessor.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gpu/glsl/GrGLSLGeometryProcessor.h b/src/gpu/glsl/GrGLSLGeometryProcessor.h index 6777620a88..10a4aa8a1c 100644 --- a/src/gpu/glsl/GrGLSLGeometryProcessor.h +++ b/src/gpu/glsl/GrGLSLGeometryProcessor.h @@ -50,7 +50,7 @@ protected: struct GrGPArgs { // The variable used by a GP to store its position. It can be - // either a vec2 or a vec3 depending on the presence of perspective. + // either a float2 or a float3 depending on the presence of perspective. GrShaderVar fPositionVar; }; |