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) {