Reviewed-by: Stuart Abercrombie <[email protected]>

On Wed, Mar 20, 2013 at 11:30 AM, Tom Gall <[email protected]> wrote:

> GLSL ES 1.00 spec 4.5.3 page 36:
> "The fragment language has no default precision qualifier for
> floating point types."
>
> Adding default precision for float in the fragment shader
> so this sanity testcase doesn't error out.
> mediump is choosen since according to 4.5.2 page 34:
> "The fragment language requires any uses of lowp and mediump to
> compile without error.  Support for highp is optional."
>
> Signed-off-by: Tom Gall <[email protected]>
> ---
>  tests/spec/glsl-es-1.00/execution/sanity.shader_test |    2 ++
>  1 file changed, 2 insertions(+)
>
> diff --git a/tests/spec/glsl-es-1.00/execution/sanity.shader_test
> b/tests/spec/glsl-es-1.00/execution/sanity.shader_test
> index 0884e2c..5461167 100644
> --- a/tests/spec/glsl-es-1.00/execution/sanity.shader_test
> +++ b/tests/spec/glsl-es-1.00/execution/sanity.shader_test
> @@ -12,6 +12,8 @@ void main() {
>  }
>
>  [fragment shader]
> +precision mediump float;
> +
>  uniform vec4 u_color;
>
>  void main() {
> --
> 1.7.10.4
>
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