Revert "SkSL is now pickier about type conversions"

This reverts commit 91c1d08bc391c997418512b9599f3acd3b2c985d.

Reason for revert: breaking everything

Original change's description:
> SkSL is now pickier about type conversions
> 
> Bug: skia:
> Change-Id: I4e8b8f229f4e4344f160b0dbb41832764d0b75bd
> Reviewed-on: https://skia-review.googlesource.com/c/188311
> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>

TBR=bsalomon@google.com,csmartdalton@google.com,ethannicholas@google.com

Change-Id: I670fa9215d3ca0ce738edc24e832b6d968599cb1
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/c/189642
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/ccpr/GrCCCoverageProcessor.cpp b/src/gpu/ccpr/GrCCCoverageProcessor.cpp
index f72ccf9..cb6bf0c 100644
--- a/src/gpu/ccpr/GrCCCoverageProcessor.cpp
+++ b/src/gpu/ccpr/GrCCCoverageProcessor.cpp
@@ -66,12 +66,11 @@
         // if the max effect it can have on any single pixel is <~ 1/1024, or 1/4 of a bit in 8888.
         s->codeAppend ("float2 bbox_size = max(abs(a), abs(b));");
         s->codeAppend ("float basewidth = max(bbox_size.x + bbox_size.y, 1);");
-        s->codeAppendf("%s = (abs(area_x2 * 1024) > basewidth) ? sign(half(area_x2)) : 0;",
-                       outputWind);
+        s->codeAppendf("%s = (abs(area_x2 * 1024) > basewidth) ? sign(area_x2) : 0;", outputWind);
     } else {
         // We already converted nearly-flat curves to lines on the CPU, so no need to worry about
         // thin curve hulls at this point.
-        s->codeAppendf("%s = sign(half(area_x2));", outputWind);
+        s->codeAppendf("%s = sign(area_x2);", outputWind);
     }
 }
 
@@ -120,8 +119,7 @@
     s->codeAppendf("float t = dot(%s, n);", rasterVertexDir);
     // The below conditional guarantees we get exactly 1 on the divide when nwidth=t (in case the
     // GPU divides by multiplying by the reciprocal?) It also guards against NaN when nwidth=0.
-    s->codeAppendf("%s = half(abs(t) != nwidth ? t / nwidth : sign(t)) * -.5 - .5;",
-                   outputCoverage);
+    s->codeAppendf("%s = (abs(t) != nwidth ? t / nwidth : sign(t)) * -.5 - .5;", outputCoverage);
 }
 
 void GrCCCoverageProcessor::Shader::CalcEdgeCoveragesAtBloatVertices(GrGLSLVertexGeoBuilder* s,
@@ -136,7 +134,7 @@
     s->codeAppend ("float nwidth = abs(n.x) + abs(n.y);");
     s->codeAppendf("float2 t = n * float2x2(%s, %s);", bloatDir1, bloatDir2);
     s->codeAppendf("for (int i = 0; i < 2; ++i) {");
-    s->codeAppendf(    "%s[i] = half(abs(t[i]) != nwidth ? t[i] / nwidth : sign(t[i])) * -.5 - .5;",
+    s->codeAppendf(    "%s[i] = (abs(t[i]) != nwidth ? t[i] / nwidth : sign(t[i])) * -.5 - .5;",
                        outputCoverages);
     s->codeAppendf("}");
 }
@@ -149,14 +147,13 @@
     //
     // NOTE: leftDir and rightDir are normalized and point in the same direction the path was
     // defined with, i.e., leftDir points into the corner and rightDir points away from the corner.
-    s->codeAppendf("half obtuseness = max(half(dot(%s, %s)), 0);", leftDir, rightDir);
+    s->codeAppendf("half obtuseness = max(dot(%s, %s), 0);", leftDir, rightDir);
 
     // axis_alignedness = 1 - tan(angle_to_nearest_axis_from_corner_bisector)
     //                    (i.e.,  1  when the corner bisector is aligned with the x- or y-axis
     //                            0  when the corner bisector falls on a 45 degree angle
     //                         0..1  when the corner bisector falls somewhere in between
-    s->codeAppendf("half2 abs_bisect_maybe_transpose = abs((0 == obtuseness) ? half2(%s - %s) : "
-                                                                              "half2(%s + %s));",
+    s->codeAppendf("half2 abs_bisect_maybe_transpose = abs((0 == obtuseness) ? %s - %s : %s + %s);",
                    leftDir, rightDir, leftDir, rightDir);
     s->codeAppend ("half axis_alignedness = "
                            "1 - min(abs_bisect_maybe_transpose.y, abs_bisect_maybe_transpose.x) / "