{
const char* const vertexShader =
"#version 310 es\n"
- "highp float;\n"
+ "precision highp float;\n"
"void main (void) {\n"
"\tgl_PointSize = 1.0;\n"
"\thighp vec2 pos = vec2(gl_VertexIndex % 256, gl_VertexIndex / 256) / vec2(255.0);\n"
vertexShader <<
"#version 310 es\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0) uniform Block\n"
"{\n"
"\thighp uvec4 values[" << de::toString<size_t>(MAX_UNIFORM_BUFFER_SIZE / (sizeof(deUint32) * 4)) << "];\n"
fragmentShader <<
"#version 310 es\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(location = 0) out highp vec4 o_color;\n"
"layout(set=0, binding=0) uniform Block\n"
"{\n"
// Vertex storage buffer rendering
const char* const vertexShader =
"#version 310 es\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0) buffer Block\n"
"{\n"
"\thighp uvec4 values[];\n"
fragmentShader <<
"#version 310 es\n"
- "highp float;\n"
+ "precision highp float;\n"
+ "precision highp int;\n"
"layout(location = 0) out highp vec4 o_color;\n"
"layout(set=0, binding=0) buffer Block\n"
"{\n"
const char* const vertexShader =
"#version 310 es\n"
"#extension GL_EXT_texture_buffer : require\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0) uniform highp usamplerBuffer u_sampler;\n"
"void main (void) {\n"
"\tgl_PointSize = 1.0;\n"
const char* const fragmentShader =
"#version 310 es\n"
"#extension GL_EXT_texture_buffer : require\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0) uniform highp usamplerBuffer u_sampler;\n"
"layout(location = 0) out highp vec4 o_color;\n"
"layout(push_constant) uniform PushC\n"
const char* const vertexShader =
"#version 450\n"
"#extension GL_EXT_texture_buffer : require\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0, r32ui) uniform readonly highp uimageBuffer u_sampler;\n"
"out gl_PerVertex {\n"
"\tvec4 gl_Position;\n"
const char* const fragmentShader =
"#version 310 es\n"
"#extension GL_EXT_texture_buffer : require\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0, r32ui) uniform readonly highp uimageBuffer u_sampler;\n"
"layout(location = 0) out highp vec4 o_color;\n"
"layout(push_constant) uniform PushC\n"
// Vertex storage image
const char* const vertexShader =
"#version 450\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0, rgba8) uniform image2D u_image;\n"
"out gl_PerVertex {\n"
"\tvec4 gl_Position;\n"
const char* const fragmentShader =
"#version 450\n"
"#extension GL_EXT_texture_buffer : require\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0, rgba8) uniform image2D u_image;\n"
"layout(location = 0) out highp vec4 o_color;\n"
"void main (void) {\n"
// Vertex storage image
const char* const vertexShader =
"#version 450\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0) uniform sampler2D u_sampler;\n"
"out gl_PerVertex {\n"
"\tvec4 gl_Position;\n"
const char* const fragmentShader =
"#version 450\n"
"#extension GL_EXT_texture_buffer : require\n"
- "highp float;\n"
+ "precision highp float;\n"
"layout(set=0, binding=0) uniform sampler2D u_sampler;\n"
"layout(location = 0) out highp vec4 o_color;\n"
"void main (void) {\n"
"out gl_PerVertex {\n"
"\tvec4 gl_Position;\n"
"};\n"
- "highp float;\n"
+ "precision highp float;\n"
"void main (void) {\n"
"\tgl_Position = vec4(((gl_VertexIndex + 2) / 3) % 2 == 0 ? -1.0 : 1.0,\n"
"\t ((gl_VertexIndex + 1) / 3) % 2 == 0 ? -1.0 : 1.0, 0.0, 1.0);\n"