glsl/es: precision qualifier doesn't need to match in UBOs
authorSamuel Iglesias Gonsálvez <siglesias@igalia.com>
Thu, 9 Nov 2017 08:58:25 +0000 (09:58 +0100)
committerSamuel Iglesias Gonsálvez <siglesias@igalia.com>
Mon, 4 Dec 2017 08:32:57 +0000 (09:32 +0100)
commitfc6d55952d08ea03d133c1178871b0d4d289a0cf
tree6189655bb0f9b9624f08140929c7f2490e03108e
parent9bee12160bed72dae5cdb006ea38c40f89e174da
glsl/es: precision qualifier doesn't need to match in UBOs

They might mismatch due to the two shaders using different GLSL
versions, and that's ok in desktop GL. In ES, precision qualifiers
don't need to match.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
src/compiler/glsl/link_interface_blocks.cpp