Update shader declarations to use 'uniform' instead of 'in'
Bug: 184822190
Bug: 184821777
Test: ran on device with blur enabled
Change-Id: I11d561e57e996529d5bcb7b763c6e9f70b68a034
diff --git a/libs/renderengine/skia/filters/BlurFilter.cpp b/libs/renderengine/skia/filters/BlurFilter.cpp
index ec710d9..6dd4161 100644
--- a/libs/renderengine/skia/filters/BlurFilter.cpp
+++ b/libs/renderengine/skia/filters/BlurFilter.cpp
@@ -34,7 +34,7 @@
BlurFilter::BlurFilter() {
SkString blurString(R"(
- in shader input;
+ uniform shader input;
uniform float2 in_blurOffset;
uniform float2 in_maxSizeXY;
@@ -60,8 +60,8 @@
mBlurEffect = std::move(blurEffect);
SkString mixString(R"(
- in shader blurredInput;
- in shader originalInput;
+ uniform shader blurredInput;
+ uniform shader originalInput;
uniform float mixFactor;
half4 main(float2 xy) {