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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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layout(location = 0) in vec2 a_particlePos_1;
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layout(location = 1) in vec2 a_particleVel_1;
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@@ -69,7 +68,6 @@ void main() {
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return;
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}
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#version 310 es
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precision mediump float;
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struct Particle {
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vec2 pos;
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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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layout(location = 0) in vec4 cur_position_1;
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layout(location = 1) in vec4 color_1;
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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 ep() {
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}
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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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vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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void main_1() {
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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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const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
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vec4 vtx_main(uint VertexIndex) {
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