glsl: Unconditionally define GL_FRAGMENT_PRECISION_HIGH in ES2 shaders.
authorKenneth Graunke <kenneth@whitecape.org>
Wed, 17 Nov 2010 20:50:35 +0000 (12:50 -0800)
committerKenneth Graunke <kenneth@whitecape.org>
Wed, 17 Nov 2010 20:50:35 +0000 (12:50 -0800)
commitd719bf8fb4b8f511fbb00dd990fb644efc510c0e
treee5a42a02ac347314385a4a86bf42408681e13fc0
parent778917069c34971d12c6704a53bcbd6416ddf9ab
glsl: Unconditionally define GL_FRAGMENT_PRECISION_HIGH in ES2 shaders.

This is really supposed to be defined only if the driver supports highp
in the fragment shader - but all of our current ES2 implementations do.
So, just define it.  In the future, we'll need to add a flag to
gl_context and only define the macro if the flag is set.

"Fixes" freedesktop.org bug #31673.
src/glsl/glcpp/glcpp-parse.y