Update the shader translator to use new enums for ES3 shader vertex input and fragment outputs.

This fixes many corner cases and error messages with ES3 syntax.

TRAC #23268

Signed-off-by: Geoff Lang
Signed-off-by: Nicolas Capens
Authored-by: Jamie Madill
diff --git a/src/compiler/OutputHLSL.cpp b/src/compiler/OutputHLSL.cpp
index a9421b2..95bbc29 100644
--- a/src/compiler/OutputHLSL.cpp
+++ b/src/compiler/OutputHLSL.cpp
@@ -1397,7 +1397,7 @@
                 out << decorateUniform(name, node->getType());
             }
         }
-        else if (qualifier == EvqAttribute)
+        else if (qualifier == EvqAttribute || qualifier == EvqVertexInput)
         {
             mReferencedAttributes[name] = node;
             out << decorate(name);
@@ -1407,7 +1407,7 @@
             mReferencedVaryings[name] = node;
             out << decorate(name);
         }
-        else if (qualifier == EvqFragColor)
+        else if (qualifier == EvqFragColor || qualifier == EvqFragmentOutput)
         {
             out << "gl_Color[0]";
             mUsesFragColor = true;