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