Use angle brackets for system includes
Not only is this a best practice, it will make generating BAZEL.build files easier. Change-Id: Ib77c7dac6167235ec1b73a93bfd3a9c44b42ca83 Bug: skia:12541 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/474756 Reviewed-by: Ben Wagner <bungeman@google.com>
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@ -2,7 +2,7 @@
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// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
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#include "tools/fiddle/examples.h"
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REG_FIDDLE(convex_overstroke_linear_approx_curve, 256, 256, false, 0) {
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#include "math.h"
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#include <math.h>
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void draw(SkCanvas* canvas) {
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const float SCALE = 1;
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@ -10,8 +10,8 @@
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#include <cstdarg>
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#include <memory>
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#include "stdlib.h"
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#include "string.h"
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#include <stdlib.h>
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#include <string.h>
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#include "include/private/SkSLDefines.h"
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#include "src/sksl/SkSLGLSL.h"
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#include "src/sksl/SkSLLexer.h"
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@ -21,7 +21,7 @@
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#include "src/sksl/ir/SkSLPostfixExpression.h"
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#include "src/sksl/ir/SkSLPrefixExpression.h"
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#include "math.h"
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#include <math.h>
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#if !defined(SKSL_STANDALONE) && SK_SUPPORT_GPU
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#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
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