Add new GLSL ES 3.0 built-in constants and split off 1.0 ones.

TRAC #22863
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2274 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Shader.cpp b/src/libGLESv2/Shader.cpp
index 7ac7772..5451dd3 100644
--- a/src/libGLESv2/Shader.cpp
+++ b/src/libGLESv2/Shader.cpp
@@ -247,6 +247,11 @@
             resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
             // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
             resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
+            // GLSL ES 3.0 constants
+            resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
+            resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
+            resources.MinProgramTexelOffset = -8;   // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
+            resources.MaxProgramTexelOffset = 7;    // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
 
             mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
             mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);