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// [config]
// expect_result: pass
// glsl_version: 1.00
// [end config]
//
// If high precision is available in the fragment shader, then it should be
// legal to use it.
//
// From section 4.5.4 of the GLSL 1.00 spec:
// "The built-in macro GL_FRAGMENT_PRECISION_HIGH is defined to one on
// systems supporting highp precision in the fragment language
// #define GL_FRAGMENT_PRECISION_HIGH 1
// and is not defined on systems not supporting highp precision in the
// fragment language."
#version 100
#ifdef GL_FRAGMENT_PRECISION_HIGH
highp float x;
#endif
float f() {
return 0.0;
}
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