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-rw-r--r--src/gpu/effects/GrDitherEffect.fp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/gpu/effects/GrDitherEffect.fp b/src/gpu/effects/GrDitherEffect.fp
index f2d54cf2eb..fe641c6132 100644
--- a/src/gpu/effects/GrDitherEffect.fp
+++ b/src/gpu/effects/GrDitherEffect.fp
@@ -32,8 +32,8 @@ layout(key) in int rangeType;
}
void main() {
- half value;
- half range;
+ float value;
+ float range;
@switch (rangeType) {
case 0:
range = 1.0 / 255.0;
@@ -53,17 +53,17 @@ void main() {
uint m = (y & 1) << 5 | (x & 1) << 4 |
(y & 2) << 2 | (x & 2) << 1 |
(y & 4) >> 1 | (x & 4) >> 2;
- value = half(m) * 1.0 / 64.0 - 63.0 / 128.0;
+ value = float(m) * 1.0 / 64.0 - 63.0 / 128.0;
} else {
// Simulate the integer effect used above using step/mod. For speed, simulates a 4x4
// dither pattern rather than an 8x8 one.
- half4 modValues = mod(sk_FragCoord.xyxy, half4(2.0, 2.0, 4.0, 4.0));
- half4 stepValues = step(modValues, half4(1.0, 1.0, 2.0, 2.0));
- value = dot(stepValues, half4(8.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0)) - 15.0 / 32.0;
+ float4 modValues = mod(sk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0));
+ float4 stepValues = step(modValues, float4(1.0, 1.0, 2.0, 2.0));
+ value = dot(stepValues, float4(8.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0)) - 15.0 / 32.0;
}
// For each color channel, add the random offset to the channel value and then clamp
// between 0 and alpha to keep the color premultiplied.
- sk_OutColor = half4(clamp(sk_InColor.rgb + value * range, 0, sk_InColor.a), sk_InColor.a);
+ sk_OutColor = float4(clamp(sk_InColor.rgb + value * range, 0, sk_InColor.a), sk_InColor.a);
}
@test(testData) {