renamed SkSL types in preparation for killing precision modifiers

Bug: skia:
Change-Id: Iff0289e25355a89cdc289a0892ed755dd1b1c900
Reviewed-on: https://skia-review.googlesource.com/27703
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/effects/GrConfigConversionEffect.cpp b/src/gpu/effects/GrConfigConversionEffect.cpp
index d83e82d..8806481 100644
--- a/src/gpu/effects/GrConfigConversionEffect.cpp
+++ b/src/gpu/effects/GrConfigConversionEffect.cpp
@@ -25,12 +25,12 @@
 
         if (nullptr == args.fInputColor) {
             // could optimize this case, but we aren't for now.
-            args.fInputColor = "vec4(1)";
+            args.fInputColor = "float4(1)";
         }
 
         // Aggressively round to the nearest exact (N / 255) floating point value. This lets us
         // find a round-trip preserving pair on some GPUs that do odd byte to float conversion.
-        fragBuilder->codeAppendf("vec4 color = floor(%s * 255.0 + 0.5) / 255.0;", args.fInputColor);
+        fragBuilder->codeAppendf("float4 color = floor(%s * 255.0 + 0.5) / 255.0;", args.fInputColor);
 
         switch (cce.pmConversion()) {
             case GrConfigConversionEffect::kToPremul_PMConversion:
@@ -40,7 +40,7 @@
 
             case GrConfigConversionEffect::kToUnpremul_PMConversion:
                 fragBuilder->codeAppend(
-                    "color.rgb = color.a <= 0.0 ? vec3(0,0,0) : floor(color.rgb / color.a * 255.0 + 0.5) / 255.0;");
+                    "color.rgb = color.a <= 0.0 ? float3(0,0,0) : floor(color.rgb / color.a * 255.0 + 0.5) / 255.0;");
                 break;
 
             default: