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These variable types apply across shader types. Either we'll want a way to cache them after we query them, or we'll do a pre-parse pass similar to our current Chromium GLSL to GLSL pre-pass where we store the variables in ANGLE. In either case, they're shared across GL implementations so make sense as queries from gl::Shader. BUG=angle:731 Change-Id: I23f5541423abb4af87a2bc2fc1e9f4047fd2ff90 Reviewed-on: https://chromium-review.googlesource.com/214870Tested-by:Jamie Madill <jmadill@chromium.org> Reviewed-by:
Geoff Lang <geofflang@chromium.org>
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