Stephen White bf0180bcee 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>
2022-02-07 18:49:46 +00:00

21 lines
490 B
GLSL

SKIP: FAILED
#version 310 es
void f() {
float r = (1.0f % 2.0f);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
f();
return;
}
Error parsing GLSL shader:
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)
ERROR: 0:4: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.