From: Ian Romanick <ian.d.roman...@intel.com> We never noticed this before because we previously didn't enfoce GLSL ES fragement shader requirements that precision be defined. There may also have been some interaction here with the addition of GL_ARB_shading_language_420pack, but it doesn't appear to me that it added any new bugs (just perhaps uncovered some old ones).
Signed-off-by: Ian Romanick <ian.d.roman...@intel.com> Cc: Matt Turner <matts...@gmail.com> Cc: "9.2" <mesa-sta...@lists.freedesktop.org> --- src/glsl/ast_type.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/glsl/ast_type.cpp b/src/glsl/ast_type.cpp index ce6b6a7..8aabd95 100644 --- a/src/glsl/ast_type.cpp +++ b/src/glsl/ast_type.cpp @@ -168,6 +168,9 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc, if (q.flags.q.explicit_binding) this->binding = q.binding; + if (q.precision != ast_precision_none) + this->precision = q.precision; + return true; } -- 1.8.1.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev