// This flag limits the depth of the call stack.
SH_LIMIT_CALL_STACK_DEPTH = 0x4000,
- // This flag initializes gl_Position to vec4(0.0, 0.0, 0.0, 1.0) at
- // the beginning of the vertex shader, and has no effect in the
+ // This flag initializes gl_Position to vec4(0,0,0,0) at the
+ // beginning of the vertex shader's main(), and has no effect in the
// fragment shader. It is intended as a workaround for drivers which
// incorrectly fail to link programs if gl_Position is not written.
SH_INIT_GL_POSITION = 0x8000,
// This is to work around a MacOSX driver bug that |b| is executed
// independent of |a|'s value.
SH_UNFOLD_SHORT_CIRCUIT = 0x10000,
+
+ // This flag initializes varyings without static use in vertex shader
+ // at the beginning of main(), and has no effects in the fragment shader.
+ // It is intended as a workaround for drivers which incorrectly optimize
+ // out such varyings and cause a link failure.
+ SH_INIT_VARYINGS_WITHOUT_STATIC_USE = 0x20000,
} ShCompileOptions;
// Defines alternate strategies for implementing array index clamping.