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);
+    }
+}