Make addUniform take a precision
Review URL: https://codereview.chromium.org/788733003
diff --git a/src/effects/SkTableColorFilter.cpp b/src/effects/SkTableColorFilter.cpp
index db25a6f..942bae7 100644
--- a/src/effects/SkTableColorFilter.cpp
+++ b/src/effects/SkTableColorFilter.cpp
@@ -343,7 +343,8 @@
const TextureSamplerArray& samplers) {
const char* yoffsets;
fRGBAYValuesUni = builder->addUniform(GrGLFPBuilder::kFragment_Visibility,
- kVec4f_GrSLType, "yoffsets", &yoffsets);
+ kVec4f_GrSLType, kDefault_GrSLPrecision,
+ "yoffsets", &yoffsets);
static const float kColorScaleFactor = 255.0f / 256.0f;
static const float kColorOffsetFactor = 1.0f / 512.0f;
GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();