Moved the compiler source files into directories based on their project and added a compiler.gypi to generate the compiler projects.
diff --git a/src/compiler/translator/OutputGLSL.cpp b/src/compiler/translator/OutputGLSL.cpp
new file mode 100644
index 0000000..de1cd93
--- /dev/null
+++ b/src/compiler/translator/OutputGLSL.cpp
@@ -0,0 +1,36 @@
+//
+// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "compiler/translator/OutputGLSL.h"
+
+TOutputGLSL::TOutputGLSL(TInfoSinkBase& objSink,
+ ShArrayIndexClampingStrategy clampingStrategy,
+ ShHashFunction64 hashFunction,
+ NameMap& nameMap,
+ TSymbolTable& symbolTable,
+ int shaderVersion)
+ : TOutputGLSLBase(objSink, clampingStrategy, hashFunction, nameMap, symbolTable, shaderVersion)
+{
+}
+
+bool TOutputGLSL::writeVariablePrecision(TPrecision)
+{
+ return false;
+}
+
+void TOutputGLSL::visitSymbol(TIntermSymbol* node)
+{
+ TInfoSinkBase& out = objSink();
+
+ if (node->getSymbol() == "gl_FragDepthEXT")
+ {
+ out << "gl_FragDepth";
+ }
+ else
+ {
+ TOutputGLSLBase::visitSymbol(node);
+ }
+}