1 # Copyright © 2017 Intel Corporation
3 # Permission is hereby granted, free of charge, to any person obtaining a copy
4 # of this software and associated documentation files (the "Software"), to deal
5 # in the Software without restriction, including without limitation the rights
6 # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7 # copies of the Software, and to permit persons to whom the Software is
8 # furnished to do so, subject to the following conditions:
10 # The above copyright notice and this permission notice shall be included in
11 # all copies or substantial portions of the Software.
13 # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14 # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15 # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16 # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17 # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18 # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 # Test for https://bugs.freedesktop.org/show_bug.cgi?id=97532
23 # for GLSL ES 1.00 a number of apps depend on having different precision in
24 # uniforms in different shader stages, but this is only valid uniforms that are
25 # used in one shader or are unused. ES 3.0 is much more specific that declared
26 # uniforms must match, so this should fail.
34 precision highp float;
38 gl_Position = vec4(f);
43 precision mediump float;