Add support for querying gl_DepthRange as an active uniform via GetActiveUniform.

TRAC #22865

Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
Author: Jamie Madill

git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2292 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Shader.cpp b/src/libGLESv2/Shader.cpp
index 5451dd3..280e9e4 100644
--- a/src/libGLESv2/Shader.cpp
+++ b/src/libGLESv2/Shader.cpp
@@ -323,6 +323,7 @@
         mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
         mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
         mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
+        mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL;
     }
 }
 
@@ -354,6 +355,7 @@
     mUsesFrontFacing = false;
     mUsesPointSize = false;
     mUsesPointCoord = false;
+    mUsesDepthRange = false;
 
     mActiveUniforms.clear();
 }