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;
layout(location = 0) in vec2 a_particlePos_1;
layout(location = 1) in vec2 a_particleVel_1;
@@ -69,7 +68,6 @@ void main() {
return;
}
#version 310 es
precision mediump float;
struct Particle {
vec2 pos;

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
layout(location = 0) in vec4 cur_position_1;
layout(location = 1) in vec4 color_1;

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@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
void ep() {
}

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
const vec2 pos[3] = vec2[3](vec2(0.0f, 0.5f), vec2(-0.5f, -0.5f), vec2(0.5f, -0.5f));
vec4 vtx_main(uint VertexIndex) {