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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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@@ -1,7 +1,6 @@
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SKIP: FAILED
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#version 310 es
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precision mediump float;
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void f() {
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float r = (1.0f % 0.0f);
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@@ -13,8 +12,8 @@ void main() {
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return;
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}
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Error parsing GLSL shader:
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ERROR: 0:5: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' const float' and a right operand of type ' const float' (or there is no acceptable conversion)
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ERROR: 0:5: '' : compilation terminated
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ERROR: 0:4: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' const float' and a right operand of type ' const float' (or there is no acceptable conversion)
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ERROR: 0:4: '' : compilation terminated
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ERROR: 2 compilation errors. No code generated.
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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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void f() {
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int r = (1 % 0);
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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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void f() {
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uint r = (1u % 0u);
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