Make GrGLGradientEffect derive directly from GrGLEffect.
Review URL: https://codereview.appspot.com/6784053

git-svn-id: http://skia.googlecode.com/svn/branches/gpu_dev@6163 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/effects/gradients/SkRadialGradient.cpp b/src/effects/gradients/SkRadialGradient.cpp
index 6b9a678..6fa29a7 100644
--- a/src/effects/gradients/SkRadialGradient.cpp
+++ b/src/effects/gradients/SkRadialGradient.cpp
@@ -480,12 +480,13 @@
                        const GrEffect&) : INHERITED (factory) { }
     virtual ~GrGLRadialGradient() { }
 
-    virtual void emitVS(GrGLShaderBuilder* builder,
-                        const char* vertexCoords) SK_OVERRIDE { }
-    virtual void emitFS(GrGLShaderBuilder* builder,
-                        const char* outputColor,
-                        const char* inputColor,
-                        const TextureSamplerArray&) SK_OVERRIDE;
+    virtual void emitCode(GrGLShaderBuilder*,
+                          const GrEffect&,
+                          EffectKey,
+                          const char* vertexCoords,
+                          const char* outputColor,
+                          const char* inputColor,
+                          const TextureSamplerArray&) SK_OVERRIDE;
 
     static EffectKey GenKey(const GrEffect& s, const GrGLCaps& caps) { return 0; }
 
@@ -547,10 +548,14 @@
 
 /////////////////////////////////////////////////////////////////////
 
-void GrGLRadialGradient::emitFS(GrGLShaderBuilder* builder,
-                                const char* outputColor,
-                                const char* inputColor,
-                                const TextureSamplerArray& samplers) {
+void GrGLRadialGradient::emitCode(GrGLShaderBuilder* builder,
+                                  const GrEffect&,
+                                  EffectKey,
+                                  const char* vertexCoords,
+                                  const char* outputColor,
+                                  const char* inputColor,
+                                  const TextureSamplerArray& samplers) {
+    this->emitYCoordUniform(builder);
     SkString t;
     t.printf("length(%s.xy)", builder->defaultTexCoordsName());
     this->emitColorLookup(builder, t.c_str(), outputColor, inputColor, samplers[0]);