Bryan Cain <plombex...@gmail.com> writes:

> On 07/11/2012 12:24 AM, Eric Anholt wrote:
>> Kenneth Graunke <k...@kemper.freedesktop.org> writes:
>>> inverse() has been done for a while.
>> Does the inverse() builtin constant expression handling work for
>> you?  It doesn't here.
>>
>>> None of us know what "highp change" means;
>> GLSL 1.40 spec: "Make the default precision qualification for fragment
>> shader be high." -- it was also on our task list.
>
> Like the commit message said, precision qualifiers are entirely ignored
> by the GLSL compiler - they don't even make it to the IR stage.  So
> there's no such thing as a "default" here since it doesn't have a value
> at all for any variable in the IR.

You are still supposed to do some checking.  "The same object declared
in different shaders that are linked together must have the same
precision qualification. This applies to inputs, outputs, uniforms, and
globals."

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