dEQP-VK.pipeline.vertex_input tests were incorrectly using highp
qualifier with double types. That is not allowed, and default precision
in GLSL 4.4 shaders is highp anyway.
Fixes #458
Change-Id: I4b17b2273a8bf258bb8aec5737bd1c2a38aa49ce
{
const GlslTypeDescription& glslTypeDesc = s_glslTypeDescriptions[m_attributeInfos[attributeNdx].glslType];
- glslInputs << "layout(location = " << location << ") in highp " << glslTypeDesc.name << " attr" << attributeNdx << ";\n";
+ glslInputs << "layout(location = " << location << ") in " << glslTypeDesc.name << " attr" << attributeNdx << ";\n";
location += glslTypeDesc.vertexInputCount;
}