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Diffstat (limited to 'src/gpu/glsl/GrGLSLFragmentShaderBuilder.h')
-rw-r--r--src/gpu/glsl/GrGLSLFragmentShaderBuilder.h6
1 files changed, 0 insertions, 6 deletions
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
index 65bcb8dae6..73fe51f171 100644
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
@@ -89,10 +89,6 @@ public:
*/
virtual void maskSampleCoverage(const char* mask, bool invert = false) = 0;
- /** Returns a variable name that represents a vector to the nearest edge of the shape, in source
- space coordinates. */
- virtual const char* distanceVectorName() const = 0;
-
/**
* Overrides the default precision for the entire fragment program. Processors that require
* high precision input (eg from incoming texture samples) may use this. For calculations that
@@ -168,7 +164,6 @@ public:
// Shared GrGLSLFragmentBuilder interface.
bool enableFeature(GLSLFeature) override;
virtual SkString ensureCoords2D(const GrShaderVar&) override;
- const char* distanceVectorName() const override;
// GrGLSLFPFragmentBuilder interface.
void appendOffsetToSample(const char* sampleIdx, Coordinates) override;
@@ -239,7 +234,6 @@ private:
bool fHasSecondaryOutput;
uint8_t fUsedSampleOffsetArrays;
bool fHasInitializedSampleMask;
- SkString fDistanceVectorOutput;
GrSLPrecision fDefaultPrecision;
#ifdef SK_DEBUG