Don't emit declaration of gl_FragPos unless also changing the origin.
R=jvanverth@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/182003002 git-svn-id: http://skia.googlecode.com/svn/trunk@13648 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -404,14 +404,11 @@ const char* GrGLShaderBuilder::fragmentPosition() {
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return "";
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}
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}
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// We only declare "gl_FragCoord" when we're in the case where we want to use layout qualifiers
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// to reverse y. Otherwise it isn't necessary and whether the "in" qualifier appears in the
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// declaration varies in earlier GLSL specs. So it is simpler to omit it.
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if (fTopLeftFragPosRead) {
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if (!fSetupFragPosition) {
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fFSInputs.push_back().set(kVec4f_GrSLType,
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GrGLShaderVar::kIn_TypeModifier,
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"gl_FragCoord",
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GrGLShaderVar::kDefault_Precision);
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fSetupFragPosition = true;
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}
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fSetupFragPosition = true;
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return "gl_FragCoord";
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} else if (fGpu->glCaps().fragCoordConventionsSupport()) {
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if (!fSetupFragPosition) {
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