Switch default for SkGaussianBlurShader radius size.

One step towards removing the 6.2 radius entirely.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2333403002
TBR=bsalomon@google.com

Review-Url: https://codereview.chromium.org/2333403002
diff --git a/gm/reveal.cpp b/gm/reveal.cpp
index d22ba4a..ed54f91 100644
--- a/gm/reveal.cpp
+++ b/gm/reveal.cpp
@@ -348,7 +348,7 @@
                         SkPaint paint;
                         paint.setAntiAlias(true);
                         // G channel is an F6.2 radius
-                        paint.setColor(SkColorSetARGB(255, 255, (unsigned char)(4*kPad), 0));
+                        paint.setColor(SkColorSetARGB(255, 0, (unsigned char)(4*kPad), 0));
                         paint.setShader(SkGaussianEdgeShader::Make());
                         drawObj->draw(canvas, paint);
                     canvas->restore();
diff --git a/include/effects/SkGaussianEdgeShader.h b/include/effects/SkGaussianEdgeShader.h
index 9e07450..0a2857e 100644
--- a/include/effects/SkGaussianEdgeShader.h
+++ b/include/effects/SkGaussianEdgeShader.h
@@ -16,7 +16,7 @@
     * Currently this is only useable with Circle and RRect shapes on the GPU backend.
     * Raster will draw nothing.
     */
-    static sk_sp<SkShader> Make(bool largerBlur = false);
+    static sk_sp<SkShader> Make(bool largerBlur = true);
 
     SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
 
diff --git a/samplecode/SampleAndroidShadows.cpp b/samplecode/SampleAndroidShadows.cpp
index e14c571..cfb76d0 100755
--- a/samplecode/SampleAndroidShadows.cpp
+++ b/samplecode/SampleAndroidShadows.cpp
@@ -199,7 +199,7 @@
         paint.setColor(SkColorSetARGB(alpha, iRadius >> 8, iRadius & 0xff,
                                       (unsigned char)(4.0f*pad)));
 
-        paint.setShader(SkGaussianEdgeShader::Make(true));
+        paint.setShader(SkGaussianEdgeShader::Make());
         canvas->drawRRect(pathRRect, paint);
     }
 
@@ -320,7 +320,7 @@
             paint.setStyle(SkPaint::kStroke_Style);
             paint.setStrokeWidth(strokeWidth);
         }
-        paint.setShader(SkGaussianEdgeShader::Make(true));
+        paint.setShader(SkGaussianEdgeShader::Make());
         // handle scale of radius due to CTM
         radius *= scaleFactors[0];
         // don't need to scale pad as it was computed from the transformed offset