if (type->is_matrix()) {
/* Matrix - fill diagonal (rest is already set to 0) */
assert(type->base_type == GLSL_TYPE_FLOAT ||
- type->base_type == GLSL_TYPE_DOUBLE);
+ type->is_double());
for (unsigned i = 0; i < type->matrix_columns; i++) {
if (type->base_type == GLSL_TYPE_FLOAT)
this->value.f[i * type->vector_elements + i] =