Multiview final fragment shader was missing some precision qualifiers,
causing compilation failures.
Affects:
dEQP-GLES3.functional.fbo.multiview.*
Change-Id: I25c268260b6676eb666666ca8e675e5fa7ec7303
const char* finalFragmentShader = "#version 300 es\n"
"layout(location = 0) out mediump vec4 dEQP_FragColor;\n"
- "uniform sampler2DArray uArrayTexture;\n"
+ "uniform lowp sampler2DArray uArrayTexture;\n"
"in highp vec3 vTexCoord;\n"
"void main() {\n"
- " vec3 uvw = vTexCoord;\n"
+ " highp vec3 uvw = vTexCoord;\n"
" uvw.z = floor(vTexCoord.z + 1.0);\n"
" dEQP_FragColor = texture(uArrayTexture, uvw);\n"
"}\n";