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<th>Priority</th>
<td>medium
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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - In GLSL ES, a missing FS precision qualifier does not generate an error"
href="https://bugs.freedesktop.org/show_bug.cgi?id=60737">60737</a>
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<th>Assignee</th>
<td>mesa-dev@lists.freedesktop.org
</td>
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<th>Summary</th>
<td>In GLSL ES, a missing FS precision qualifier does not generate an error
</td>
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<th>Severity</th>
<td>normal
</td>
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<th>Classification</th>
<td>Unclassified
</td>
</tr>
<tr>
<th>OS</th>
<td>All
</td>
</tr>
<tr>
<th>Reporter</th>
<td>stereotype441@gmail.com
</td>
</tr>
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<th>Hardware</th>
<td>Other
</td>
</tr>
<tr>
<th>Status</th>
<td>NEW
</td>
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<th>Version</th>
<td>unspecified
</td>
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<th>Component</th>
<td>Mesa core
</td>
</tr>
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<th>Product</th>
<td>Mesa
</td>
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<p>
<div>
<pre>The following text appears in the GLSL ES 1.00 spec, section 4.5.3 ("Default
Precision Qualifiers"), and the GLSL ES 3.00 spec, section 4.5.4 ("Default
Precision Qualifiers"):
"The fragment language has no default precision qualifier for floating point
types. Hence for float, floating point vector and matrix variable declarations,
either the declaration must include a precision qualifier or the default float
precision must have been previously declared."
Mesa doesn't appear to enforce this.</pre>
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</p>
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