Incorporated patch from haixia@ changing the default implementation of
array index clamping to use the clamp intrinsic. This works more
reliably on pure OpenGL ES devices and on Windows.

Added a mechanism in ShBuiltInResources to choose the strategy for
array index clamping.

BUG=none
TEST=various out-of-bounds array indexing tests and various WebGL content
Review URL: https://codereview.appspot.com/7194051

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1798 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/OutputGLSL.h b/src/compiler/OutputGLSL.h
index 9030212..199b6f3 100644
--- a/src/compiler/OutputGLSL.h
+++ b/src/compiler/OutputGLSL.h
@@ -13,6 +13,7 @@
 {
 public:
     TOutputGLSL(TInfoSinkBase& objSink,
+                ShArrayIndexClampingStrategy clampingStrategy,
                 ShHashFunction64 hashFunction,
                 NameMap& nameMap,
                 TSymbolTable& symbolTable);