On 07/11/2012 12:24 AM, Eric Anholt wrote:
> Kenneth Graunke <k...@kemper.freedesktop.org> writes:
>> inverse() has been done for a while.
> Does the inverse() builtin constant expression handling work for
> you?  It doesn't here.
>
>> None of us know what "highp change" means;
> GLSL 1.40 spec: "Make the default precision qualification for fragment
> shader be high." -- it was also on our task list.

Like the commit message said, precision qualifiers are entirely ignored
by the GLSL compiler - they don't even make it to the IR stage.  So
there's no such thing as a "default" here since it doesn't have a value
at all for any variable in the IR.


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