glsl: Add default precision qualifiers for ES builtins

Once the compiler proplerly checks for default precision qualifiers,
these shaders will cease to compile.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 5ac247a73e)
This commit is contained in:
Ian Romanick 2013-08-09 15:02:49 -07:00
parent 6296abed15
commit 9fa7313e34
5 changed files with 6 additions and 0 deletions

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#version 100
precision highp float;
vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);

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#version 300 es
precision highp float;
/* texture - bias variants */
vec4 texture( sampler2D sampler, vec2 P, float bias);

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#version 100
#extension GL_OES_EGL_image_external : enable
precision highp float;
vec4 texture2D(samplerExternalOES sampler, vec2 coord);
vec4 texture2DProj(samplerExternalOES sampler, vec3 coord);

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@ -1,5 +1,6 @@
#version 100
#extension GL_OES_standard_derivatives : enable
precision highp float;
/*
* 8.8 - Fragment Processing Functions

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#version 100
#extension GL_OES_texture_3D : enable
precision highp float;
vec4 texture3D (sampler3D sampler, vec3 coord);
vec4 texture3DProj (sampler3D sampler, vec4 coord);