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path: root/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
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Diffstat (limited to 'src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp')
-rw-r--r--src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
index e540494064..192417cc53 100644
--- a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
@@ -26,24 +26,24 @@ void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& po
this->codeAppendf("{float2 _posTmp = %s;", posVar.c_str());
}
this->codeAppendf("_posTmp = floor(_posTmp) + half2(0.5, 0.5);"
- "gl_Position = float4(_posTmp.x * %s.x + %s.y,"
+ "sk_Position = float4(_posTmp.x * %s.x + %s.y,"
"_posTmp.y * %s.z + %s.w, 0, 1);}",
rtAdjustName, rtAdjustName, rtAdjustName, rtAdjustName);
} else if (kFloat3_GrSLType == posVar.getType()) {
- this->codeAppendf("gl_Position = float4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
+ this->codeAppendf("sk_Position = float4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
posVar.c_str(), rtAdjustName,
posVar.c_str(), rtAdjustName,
posVar.c_str());
} else {
SkASSERT(kFloat2_GrSLType == posVar.getType());
- this->codeAppendf("gl_Position = float4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
+ this->codeAppendf("sk_Position = float4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
posVar.c_str(), rtAdjustName, rtAdjustName,
posVar.c_str(), rtAdjustName, rtAdjustName);
}
// We could have the GrGeometryProcessor do this, but its just easier to have it performed
// here. If we ever need to set variable pointsize, then we can reinvestigate.
if (this->getProgramBuilder()->desc()->header().fHasPointSize) {
- this->codeAppend("gl_PointSize = 1.0;");
+ this->codeAppend("sk_PointSize = 1.0;");
}
}