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/GrDitherEffect.fp b/src/gpu/effects/GrDitherEffect.fp
index 937efae..f983702 100644
--- a/src/gpu/effects/GrDitherEffect.fp
+++ b/src/gpu/effects/GrDitherEffect.fp
@@ -61,11 +61,11 @@
         // the assumption that sin(<big number>) oscillates with high frequency
         // and sampling it will generate "randomness". Since we're using this
         // for rendering and not cryptography it should be OK.
-        value = fract(sin(dot(sk_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453) - .5;
+        value = fract(sin(dot(sk_FragCoord.xy, float2(12.9898, 78.233))) * 43758.5453) - .5;
     }
     // 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 = vec4(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) {