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-rw-r--r--src/shaders/SkPerlinNoiseShader.cpp6
-rw-r--r--src/shaders/gradients/SkGradientShader.cpp4
2 files changed, 5 insertions, 5 deletions
diff --git a/src/shaders/SkPerlinNoiseShader.cpp b/src/shaders/SkPerlinNoiseShader.cpp
index bdbd5bd8a4..1f70d500d5 100644
--- a/src/shaders/SkPerlinNoiseShader.cpp
+++ b/src/shaders/SkPerlinNoiseShader.cpp
@@ -1258,7 +1258,7 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) {
SkString permCode("return ");
// FIXME even though I'm creating these textures with kRepeat_TileMode, they're clamped. Not
// sure why. Using fract() (here and the next texture lookup) as a workaround.
- fragBuilder->appendTextureLookup(&permCode, args.fTexSamplers[0], "highfloat2(fract(x / 256.0), 0.0)",
+ fragBuilder->appendTextureLookup(&permCode, args.fTexSamplers[0], "float2(fract(x / 256.0), 0.0)",
kHalf2_GrSLType);
permCode.append(".r * 255.0;");
fragBuilder->emitFunction(kHalf_GrSLType, "perm", SK_ARRAY_COUNT(permArgs), permArgs,
@@ -1271,9 +1271,9 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) {
};
SkString gradFuncName;
SkString gradCode("return dot(");
- fragBuilder->appendTextureLookup(&gradCode, args.fTexSamplers[1], "highfloat2(fract(x / 16.0), 0.0)",
+ fragBuilder->appendTextureLookup(&gradCode, args.fTexSamplers[1], "float2(fract(x / 16.0), 0.0)",
kHalf2_GrSLType);
- gradCode.append(".rgb * 255.0 - highfloat3(1.0), p);");
+ gradCode.append(".rgb * 255.0 - float3(1.0), p);");
fragBuilder->emitFunction(kHalf_GrSLType, "grad", SK_ARRAY_COUNT(gradArgs), gradArgs,
gradCode.c_str(), &gradFuncName);
diff --git a/src/shaders/gradients/SkGradientShader.cpp b/src/shaders/gradients/SkGradientShader.cpp
index 46d3ef6520..88990c7aaa 100644
--- a/src/shaders/gradients/SkGradientShader.cpp
+++ b/src/shaders/gradients/SkGradientShader.cpp
@@ -1359,7 +1359,7 @@ void GrGradientEffect::GLSLProcessor::emitUniforms(GrGLSLUniformHandler* uniform
"Colors",
colorCount);
if (kSingleHardStop_ColorType == ge.fColorType || kThree_ColorType == ge.fColorType) {
- fExtraStopT = uniformHandler->addUniform(kFragment_GrShaderFlag, kHighFloat4_GrSLType,
+ fExtraStopT = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat4_GrSLType,
kHigh_GrSLPrecision, "ExtraStopT");
}
} else {
@@ -1684,7 +1684,7 @@ void GrGradientEffect::GLSLProcessor::emitColor(GrGLSLFPFragmentBuilder* fragBui
fragBuilder->codeAppendf("half2 coord = half2(%s, %s);", gradientTValue, fsyuni);
fragBuilder->codeAppendf("%s = ", outputColor);
fragBuilder->appendTextureLookupAndModulate(inputColor, texSamplers[0], "coord",
- kHighFloat2_GrSLType, &fColorSpaceHelper);
+ kFloat2_GrSLType, &fColorSpaceHelper);
fragBuilder->codeAppend(";");
}