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>
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#version 100
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precision highp float;
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vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
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vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
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vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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#version 300 es
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precision highp float;
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/* texture - bias variants */
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vec4 texture( sampler2D sampler, vec2 P, float bias);
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#version 100
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#extension GL_OES_EGL_image_external : enable
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precision highp float;
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vec4 texture2D(samplerExternalOES sampler, vec2 coord);
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vec4 texture2DProj(samplerExternalOES sampler, vec3 coord);
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@@ -1,5 +1,6 @@
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#version 100
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#extension GL_OES_standard_derivatives : enable
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precision highp float;
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/*
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* 8.8 - Fragment Processing Functions
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@@ -1,5 +1,6 @@
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#version 100
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#extension GL_OES_texture_3D : enable
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precision highp float;
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vec4 texture3D (sampler3D sampler, vec3 coord);
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vec4 texture3DProj (sampler3D sampler, vec4 coord);
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