GLSL ES 1.00 spec 4.5.3 page 36:
"The fragment language has no default precision qualifier for
floating point types."

Adding default precision for float in the fragment shader
so this sanity testcase doesn't error out.
mediump is choosen since according to 4.5.2 page 34:
"The fragment language requires any uses of lowp and mediump to
compile without error.  Support for highp is optional."

Signed-off-by: Tom Gall <tom.g...@linaro.org>
---
 tests/spec/glsl-es-1.00/execution/sanity.shader_test |    2 ++
 1 file changed, 2 insertions(+)

diff --git a/tests/spec/glsl-es-1.00/execution/sanity.shader_test 
b/tests/spec/glsl-es-1.00/execution/sanity.shader_test
index 0884e2c..5461167 100644
--- a/tests/spec/glsl-es-1.00/execution/sanity.shader_test
+++ b/tests/spec/glsl-es-1.00/execution/sanity.shader_test
@@ -12,6 +12,8 @@ void main() {
 }
 
 [fragment shader]
+precision mediump float;
+
 uniform vec4 u_color;
 
 void main() {
-- 
1.7.10.4

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