GLSL: Make sampling operations have agnostic precision qualifiers for desktop.
Desktop defaults to highp for samplers, but this should not apply to the built-in functions, so make it appy only to user declarations.
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Test/spv.precisionNonESSamp.frag
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16
Test/spv.precisionNonESSamp.frag
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#version 450
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precision lowp sampler2D;
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precision lowp int;
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precision lowp float;
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uniform lowp sampler2D s;
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layout(location = 0) in lowp vec2 v;
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layout(location = 0) out lowp vec4 color;
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void main()
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{
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color = texture(s, v);
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}
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