Use highp for gpu bezier effects

BUG=skia:2860
R=bsalomon@google.com

Author: egdaniel@google.com

Review URL: https://codereview.chromium.org/519473003
diff --git a/expectations/gm/ignored-tests.txt b/expectations/gm/ignored-tests.txt
index 47a40c6..3cceb25 100644
--- a/expectations/gm/ignored-tests.txt
+++ b/expectations/gm/ignored-tests.txt
@@ -36,6 +36,9 @@
 # To be rebaselined (fmalita)
 textblob
 
+# Expected diffs on gpu cubics (egdaniel)
+bezier_cubic_effects
+
 # reed
 matrixconvolution
 
diff --git a/src/gpu/effects/GrBezierEffect.cpp b/src/gpu/effects/GrBezierEffect.cpp
index 7384f62..e3fb8c1 100644
--- a/src/gpu/effects/GrBezierEffect.cpp
+++ b/src/gpu/effects/GrBezierEffect.cpp
@@ -57,67 +57,97 @@
     GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
     const SkString* attr0Name =
         vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
-    vsBuilder->codeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str());
+    vsBuilder->codeAppendf("%s = %s;", vsName, attr0Name->c_str());
 
     GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
-    fsBuilder->codeAppend("\t\tfloat edgeAlpha;\n");
+
+    GrGLShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+    GrGLShaderVar dklmdx("dklmdx", kVec3f_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+    GrGLShaderVar dklmdy("dklmdy", kVec3f_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+    GrGLShaderVar dfdx("dfdx", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+    GrGLShaderVar dfdy("dfdy", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+    GrGLShaderVar gF("gF", kVec2f_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+    GrGLShaderVar gFM("gFM", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+    GrGLShaderVar func("func", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision);
+
+    fsBuilder->declAppend(edgeAlpha);
+    fsBuilder->declAppend(dklmdx);
+    fsBuilder->declAppend(dklmdy);
+    fsBuilder->declAppend(dfdx);
+    fsBuilder->declAppend(dfdy);
+    fsBuilder->declAppend(gF);
+    fsBuilder->declAppend(gFM);
+    fsBuilder->declAppend(func);
 
     switch (fEdgeType) {
         case kHairlineAA_GrEffectEdgeType: {
             SkAssertResult(fsBuilder->enableFeature(
                     GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
-            fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
-                                   "\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
-                                   fsName, fsName, fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
-                                   "\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
-                                   fsName, fsName, fsName);
-            fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
-            fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
-            fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
-                                   fsName, fsName);
-            fsBuilder->codeAppend("\t\tfunc = abs(func);\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
+            fsBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), fsName);
+            fsBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), fsName);
+            fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+                                   dfdx.c_str(), fsName, dklmdx.c_str(), fsName, dklmdx.c_str(),
+                                   fsName, dklmdx.c_str());
+            fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+                                   dfdy.c_str(), fsName, dklmdy.c_str(), fsName, dklmdy.c_str(),
+                                   fsName, dklmdy.c_str());
+            fsBuilder->codeAppendf("%s = vec2(%s, %s);",
+                                   gF.c_str(), dfdx.c_str(), dfdy.c_str());
+            fsBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
+                                   gFM.c_str(), gF.c_str(), gF.c_str());
+            fsBuilder->codeAppendf("%s = %s.x * %s.x - %s.y * %s.z;",
+                                   func.c_str(), fsName, fsName, fsName, fsName);
+            fsBuilder->codeAppendf("%s = abs(%s);", func.c_str(), func.c_str());
+            fsBuilder->codeAppendf("%s = %s / %s;",
+                                   edgeAlpha.c_str(), func.c_str(), gFM.c_str());
+            fsBuilder->codeAppendf("%s = max(1.0 - %s, 0.0);",
+                                   edgeAlpha.c_str(), edgeAlpha.c_str());
             // Add line below for smooth cubic ramp
-            // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+            // fsBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
+            //                        edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
+            //                        edgeAlpha.c_str());
             break;
         }
         case kFillAA_GrEffectEdgeType: {
             SkAssertResult(fsBuilder->enableFeature(
                     GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
-            fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
-                                   "\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
-                                   fsName, fsName, fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
-                                   "\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
-                                   fsName, fsName, fsName);
-            fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
-            fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
-            fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
-                                   fsName, fsName);
-            fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
+            fsBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), fsName);
+            fsBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), fsName);
+            fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+                                   dfdx.c_str(), fsName, dklmdx.c_str(), fsName, dklmdx.c_str(),
+                                   fsName, dklmdx.c_str());
+            fsBuilder->codeAppendf("%s = 2.0 * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
+                                   dfdy.c_str(), fsName, dklmdy.c_str(), fsName, dklmdy.c_str(),
+                                   fsName, dklmdy.c_str());
+            fsBuilder->codeAppendf("%s = vec2(%s, %s);",
+                                   gF.c_str(), dfdx.c_str(), dfdy.c_str());
+            fsBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
+                                   gFM.c_str(), gF.c_str(), gF.c_str());
+            fsBuilder->codeAppendf("%s = %s.x * %s.x - %s.y * %s.z;",
+                                   func.c_str(), fsName, fsName, fsName, fsName);
+            fsBuilder->codeAppendf("%s = %s / %s;",
+                                   edgeAlpha.c_str(), func.c_str(), gFM.c_str());
+            fsBuilder->codeAppendf("%s = clamp(1.0 - %s, 0.0, 1.0);",
+                                   edgeAlpha.c_str(), edgeAlpha.c_str());
             // Add line below for smooth cubic ramp
-            // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+            // fsBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
+            //                        edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
+            //                        edgeAlpha.c_str());
             break;
         }
         case kFillBW_GrEffectEdgeType: {
-            fsBuilder->codeAppendf("\t\tedgeAlpha = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
-                                   fsName, fsName);
-            fsBuilder->codeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
+            fsBuilder->codeAppendf("%s = %s.x * %s.x - %s.y * %s.z;",
+                                   edgeAlpha.c_str(), fsName, fsName, fsName, fsName);
+            fsBuilder->codeAppendf("%s = float(%s < 0.0);",
+                                  edgeAlpha.c_str(), edgeAlpha.c_str());
             break;
         }
         default:
             SkFAIL("Shouldn't get here");
     }
 
-    fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
-                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
+    fsBuilder->codeAppendf("%s = %s;", outputColor,
+                           (GrGLSLExpr4(inputColor) * GrGLSLExpr1(edgeAlpha.c_str())).c_str());
 }
 
 void GrGLConicEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&,
@@ -208,55 +238,52 @@
     GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
     const SkString* attrName =
         vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
-    vsBuilder->codeAppendf("\t%s = %s;\n", vsName, attrName->c_str());
+    vsBuilder->codeAppendf("%s = %s;", vsName, attrName->c_str());
 
     GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
-    fsBuilder->codeAppendf("\t\tfloat edgeAlpha;\n");
+    fsBuilder->codeAppendf("float edgeAlpha;");
 
     switch (fEdgeType) {
         case kHairlineAA_GrEffectEdgeType: {
             SkAssertResult(fsBuilder->enableFeature(
                     GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
-            fsBuilder->codeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
-                                   "\t\t               2.0*%s.x*duvdy.x - duvdy.y);\n",
+            fsBuilder->codeAppendf("vec2 duvdx = dFdx(%s.xy);", fsName);
+            fsBuilder->codeAppendf("vec2 duvdy = dFdy(%s.xy);", fsName);
+            fsBuilder->codeAppendf("vec2 gF = vec2(2.0 * %s.x * duvdx.x - duvdx.y,"
+                                   "               2.0 * %s.x * duvdy.x - duvdy.y);",
                                    fsName, fsName);
-            fsBuilder->codeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
-                                   fsName);
-            fsBuilder->codeAppend("\t\tedgeAlpha = sqrt(edgeAlpha*edgeAlpha / dot(gF, gF));\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
+            fsBuilder->codeAppendf("edgeAlpha = (%s.x * %s.x - %s.y);", fsName, fsName, fsName);
+            fsBuilder->codeAppend("edgeAlpha = sqrt(edgeAlpha * edgeAlpha / dot(gF, gF));");
+            fsBuilder->codeAppend("edgeAlpha = max(1.0 - edgeAlpha, 0.0);");
             // Add line below for smooth cubic ramp
-            // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+            // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
             break;
         }
         case kFillAA_GrEffectEdgeType: {
             SkAssertResult(fsBuilder->enableFeature(
                     GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
-            fsBuilder->codeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
-                                   "\t\t               2.0*%s.x*duvdy.x - duvdy.y);\n",
+            fsBuilder->codeAppendf("vec2 duvdx = dFdx(%s.xy);", fsName);
+            fsBuilder->codeAppendf("vec2 duvdy = dFdy(%s.xy);", fsName);
+            fsBuilder->codeAppendf("vec2 gF = vec2(2.0 * %s.x * duvdx.x - duvdx.y,"
+                                   "               2.0 * %s.x * duvdy.x - duvdy.y);",
                                    fsName, fsName);
-            fsBuilder->codeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
-                                   fsName);
-            fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha / sqrt(dot(gF, gF));\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
+            fsBuilder->codeAppendf("edgeAlpha = (%s.x * %s.x - %s.y);", fsName, fsName, fsName);
+            fsBuilder->codeAppend("edgeAlpha = edgeAlpha / sqrt(dot(gF, gF));");
+            fsBuilder->codeAppend("edgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);");
             // Add line below for smooth cubic ramp
-            // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+            // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
             break;
         }
         case kFillBW_GrEffectEdgeType: {
-            fsBuilder->codeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
-                                   fsName);
-            fsBuilder->codeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
+            fsBuilder->codeAppendf("edgeAlpha = (%s.x * %s.x - %s.y);", fsName, fsName, fsName);
+            fsBuilder->codeAppend("edgeAlpha = float(edgeAlpha < 0.0);");
             break;
         }
         default:
             SkFAIL("Shouldn't get here");
     }
 
-    fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
+    fsBuilder->codeAppendf("%s = %s;", outputColor,
                            (GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
 }
 
@@ -350,66 +377,66 @@
     GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
     const SkString* attr0Name =
         vsBuilder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
-    vsBuilder->codeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str());
+    vsBuilder->codeAppendf("%s = %s;", vsName, attr0Name->c_str());
 
     GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
-    fsBuilder->codeAppend("\t\tfloat edgeAlpha;\n");
+    fsBuilder->codeAppend("float edgeAlpha;");
 
     switch (fEdgeType) {
         case kHairlineAA_GrEffectEdgeType: {
             SkAssertResult(fsBuilder->enableFeature(
                     GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
-            fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
-                                   "\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
+            fsBuilder->codeAppendf("vec3 dklmdx = dFdx(%s.xyz);", fsName);
+            fsBuilder->codeAppendf("vec3 dklmdy = dFdy(%s.xyz);", fsName);
+            fsBuilder->codeAppendf("float dfdx ="
+                                   "3.0*%s.x*%s.x * dklmdx.x - %s.y * dklmdx.z - %s.z * dklmdx.y;",
                                    fsName, fsName, fsName, fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
-                                   "\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
+            fsBuilder->codeAppendf("float dfdy ="
+                                   "3.0*%s.x*%s.x * dklmdy.x - %s.y * dklmdy.z - %s.z * dklmdy.y;",
                                    fsName, fsName, fsName, fsName);
-            fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
-            fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
-            fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
+            fsBuilder->codeAppend("vec2 gF = vec2(dfdx, dfdy);");
+            fsBuilder->codeAppend("float gFM = sqrt(dot(gF, gF));");
+            fsBuilder->codeAppendf("float func = %s.x * %s.x * %s.x - %s.y * %s.z;",
                                    fsName, fsName, fsName, fsName, fsName);
-            fsBuilder->codeAppend("\t\tfunc = abs(func);\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
+            fsBuilder->codeAppend("func = abs(func);");
+            fsBuilder->codeAppend("edgeAlpha = func / gFM;");
+            fsBuilder->codeAppend("edgeAlpha = max(1.0 - edgeAlpha, 0.0);");
             // Add line below for smooth cubic ramp
-            // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+            // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
             break;
         }
         case kFillAA_GrEffectEdgeType: {
             SkAssertResult(fsBuilder->enableFeature(
                     GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
-            fsBuilder->codeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdx =\n"
-                                   "\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
+            fsBuilder->codeAppendf("vec3 dklmdx = dFdx(%s.xyz);", fsName);
+            fsBuilder->codeAppendf("vec3 dklmdy = dFdy(%s.xyz);", fsName);
+            fsBuilder->codeAppendf("float dfdx ="
+                                   "3.0*%s.x*%s.x * dklmdx.x - %s.y * dklmdx.z - %s.z * dklmdx.y;",
                                    fsName, fsName, fsName, fsName);
-            fsBuilder->codeAppendf("\t\tfloat dfdy =\n"
-                                   "\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
+            fsBuilder->codeAppendf("float dfdy ="
+                                   "3.0*%s.x*%s.x * dklmdy.x - %s.y * dklmdy.z - %s.z * dklmdy.y;",
                                    fsName, fsName, fsName, fsName);
-            fsBuilder->codeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
-            fsBuilder->codeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
-            fsBuilder->codeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
+            fsBuilder->codeAppend("vec2 gF = vec2(dfdx, dfdy);");
+            fsBuilder->codeAppend("float gFM = sqrt(dot(gF, gF));");
+            fsBuilder->codeAppendf("float func = %s.x * %s.x * %s.x - %s.y * %s.z;",
                                    fsName, fsName, fsName, fsName, fsName);
-            fsBuilder->codeAppend("\t\tedgeAlpha = func / gFM;\n");
-            fsBuilder->codeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
+            fsBuilder->codeAppend("edgeAlpha = func / gFM;");
+            fsBuilder->codeAppend("edgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);");
             // Add line below for smooth cubic ramp
-            // fsBuilder->codeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
+            // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
             break;
         }
         case kFillBW_GrEffectEdgeType: {
-            fsBuilder->codeAppendf("\t\tedgeAlpha = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
+            fsBuilder->codeAppendf("edgeAlpha = %s.x * %s.x * %s.x - %s.y * %s.z;",
                                    fsName, fsName, fsName, fsName, fsName);
-            fsBuilder->codeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
+            fsBuilder->codeAppend("edgeAlpha = float(edgeAlpha < 0.0);");
             break;
         }
         default:
             SkFAIL("Shouldn't get here");
     }
 
-    fsBuilder->codeAppendf("\t%s = %s;\n", outputColor,
+    fsBuilder->codeAppendf("%s = %s;", outputColor,
                            (GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
 }
 
diff --git a/src/gpu/gl/builders/GrGLShaderBuilder.cpp b/src/gpu/gl/builders/GrGLShaderBuilder.cpp
index 4dea142..6b3e1d1 100644
--- a/src/gpu/gl/builders/GrGLShaderBuilder.cpp
+++ b/src/gpu/gl/builders/GrGLShaderBuilder.cpp
@@ -62,6 +62,12 @@
     , fFeaturesAddedMask(0) {
 }
 
+void GrGLShaderBuilder::declAppend(const GrGLShaderVar& var) {
+    SkString tempDecl;
+    var.appendDecl(fProgramBuilder->ctxInfo(), &tempDecl);
+    this->codeAppendf("%s;", tempDecl.c_str());
+}
+
 void GrGLShaderBuilder::emitFunction(GrSLType returnType,
                                      const char* name,
                                      int argCnt,
diff --git a/src/gpu/gl/builders/GrGLShaderBuilder.h b/src/gpu/gl/builders/GrGLShaderBuilder.h
index 1d0fa6a..ffb3247 100644
--- a/src/gpu/gl/builders/GrGLShaderBuilder.h
+++ b/src/gpu/gl/builders/GrGLShaderBuilder.h
@@ -94,6 +94,11 @@
        va_end(args);
     }
 
+    /**
+     * Appends a variable declaration to one of the shaders
+     */
+    void declAppend(const GrGLShaderVar& var);
+
     /** Emits a helper function outside of main() in the fragment shader. */
     void emitFunction(GrSLType returnType,
                       const char* name,