Sanitizing source files in Housekeeper-Nightly
git-svn-id: http://skia.googlecode.com/svn/trunk@14320 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
index 613e5a3..7986d82 100644
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
@@ -453,7 +453,7 @@
SkScalar radius2;
do {
center2.set(random->nextUScalar1(), random->nextUScalar1());
- // Need to make sure the centers are not the same or else focal point will be inside
+ // Need to make sure the centers are not the same or else focal point will be inside
} while (center1 == center2);
SkPoint diff = center2 - center1;
SkScalar diffLen = diff.length();
@@ -501,8 +501,8 @@
builder->getUniformVariable(fParamUni).appendArrayAccess(1, &p1);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
- const char* coords2D = coords2DString.c_str();
+ SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
+ const char* coords2D = coords2DString.c_str();
// t = p.x * focal.x +/- sqrt(p.x^2 + (1 - focal.x^2) * p.y^2)
@@ -706,8 +706,8 @@
GrGLShaderVar focal = builder->getUniformVariable(fFocalUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
- const char* coords2D = coords2DString.c_str();
+ SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
+ const char* coords2D = coords2DString.c_str();
// t = p.x * focalX + length(p)
builder->fsCodeAppendf("\tfloat %s = %s.x * %s + length(%s);\n", tName.c_str(),
@@ -955,8 +955,8 @@
GrGLShaderVar params = builder->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
- const char* coords2D = coords2DString.c_str();
+ SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
+ const char* coords2D = coords2DString.c_str();
// p = coords2D
// e = center end
@@ -1187,8 +1187,8 @@
GrGLShaderVar params = builder->getUniformVariable(fParamUni);
// if we have a vec3 from being in perspective, convert it to a vec2 first
- SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
- const char* coords2D = coords2DString.c_str();
+ SkString coords2DString = builder->ensureFSCoords2D(coords, 0);
+ const char* coords2D = coords2DString.c_str();
// output will default to transparent black (we simply won't write anything
// else to it if invalid, instead of discarding or returning prematurely)