GLSL: only emit default precision qualifier for frag shader.

Other shader types don't need this.
Also fix code style of member var.

Bug: tint:1360
Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-02-07 18:49:46 +00:00
committed by Tint LUCI CQ
parent 89c730dbf3
commit bf0180bcee
1358 changed files with 1274 additions and 3256 deletions

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
struct Uniforms {
uint i;