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-rw-r--r--src/effects/gradients/SkGradientShader.cpp2
-rw-r--r--src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp10
-rw-r--r--src/effects/gradients/SkTwoPointRadialGradient.cpp2
3 files changed, 7 insertions, 7 deletions
diff --git a/src/effects/gradients/SkGradientShader.cpp b/src/effects/gradients/SkGradientShader.cpp
index 0f6599dc9a..eaa7e46f76 100644
--- a/src/effects/gradients/SkGradientShader.cpp
+++ b/src/effects/gradients/SkGradientShader.cpp
@@ -1028,7 +1028,7 @@ void GrGLGradientEffect::emitColor(GrGLFPBuilder* builder,
const char* outputColor,
const char* inputColor,
const TextureSamplerArray& samplers) {
- GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
if (SkGradientShaderBase::kTwo_GpuColorType == ge.getColorType()){
fsBuilder->codeAppendf("\tvec4 colorTemp = mix(%s, %s, clamp(%s, 0.0, 1.0));\n",
builder->getUniformVariable(fColorStartUni).c_str(),
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
index 403951da59..bc70d6bca4 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
@@ -254,7 +254,7 @@ void GLEdge2PtConicalEffect::emitCode(GrGLFPBuilder* builder,
SkASSERT(coords[0].getType() == coords[1].getType());
const char* coords2D;
SkString bVar;
- GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
if (kVec3f_GrSLType == coords[0].getType()) {
fsBuilder->codeAppendf("\tvec3 interpolants = vec3(%s.xy / %s.z, %s.x / %s.z);\n",
coords[0].c_str(), coords[0].c_str(), coords[1].c_str(),
@@ -536,7 +536,7 @@ void GLFocalOutside2PtConicalEffect::emitCode(GrGLFPBuilder* builder,
builder->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
SkString coords2DString = fsBuilder->ensureFSCoords2D(coords, 0);
const char* coords2D = coords2DString.c_str();
@@ -752,7 +752,7 @@ void GLFocalInside2PtConicalEffect::emitCode(GrGLFPBuilder* builder,
GrGLShaderVar focal = builder->getUniformVariable(fFocalUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
SkString coords2DString = fsBuilder->ensureFSCoords2D(coords, 0);
const char* coords2D = coords2DString.c_str();
@@ -1016,7 +1016,7 @@ void GLCircleInside2PtConicalEffect::emitCode(GrGLFPBuilder* builder,
GrGLShaderVar params = builder->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
SkString coords2DString = fsBuilder->ensureFSCoords2D(coords, 0);
const char* coords2D = coords2DString.c_str();
@@ -1262,7 +1262,7 @@ void GLCircleOutside2PtConicalEffect::emitCode(GrGLFPBuilder* builder,
GrGLShaderVar params = builder->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
SkString coords2DString = fsBuilder->ensureFSCoords2D(coords, 0);
const char* coords2D = coords2DString.c_str();
diff --git a/src/effects/gradients/SkTwoPointRadialGradient.cpp b/src/effects/gradients/SkTwoPointRadialGradient.cpp
index 0146a77232..44b73d6a3e 100644
--- a/src/effects/gradients/SkTwoPointRadialGradient.cpp
+++ b/src/effects/gradients/SkTwoPointRadialGradient.cpp
@@ -589,7 +589,7 @@ void GrGLRadial2Gradient::emitCode(GrGLFPBuilder* builder,
builder->getUniformVariable(fParamUni).appendArrayAccess(4, &p4);
builder->getUniformVariable(fParamUni).appendArrayAccess(5, &p5);
- GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
// We interpolate the linear component in coords[1].
SkASSERT(coords[0].getType() == coords[1].getType());
const char* coords2D;