Refactored the way symbol tables are initialized and stored. This was done in response to the addition of EShSpec.
Symbol table entries depend on three things - language, spec (not now but may eventually), and built-in resources.
We used to build two global symbol-tables - one for each language. During each compile, one of the symbol table was
copied and resource-specific stuff was added. I have moved the symbol table to TCompiler that gets initilized when
compiler is created and reused for each compile. This makes it much cleaner and extensible in case a spec requires
special entries to be added to the symbol table.

PS: Sorry for the long CL, but all of it needed to be done in one CL. I have verified that everything still compiles
and passes all conformance tests.
Review URL: http://codereview.appspot.com/1864044

git-svn-id: https://angleproject.googlecode.com/svn/trunk@351 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/Initialize.cpp b/src/compiler/Initialize.cpp
index ebd23fb..58c6162 100644
--- a/src/compiler/Initialize.cpp
+++ b/src/compiler/Initialize.cpp
@@ -14,509 +14,521 @@
 
 #include "compiler/intermediate.h"
 
-void TBuiltIns::initialize()
+//============================================================================
+//
+// Prototypes for built-in functions seen by both vertex and fragment shaders.
+//
+//============================================================================
+static TString BuiltInFunctionsCommon()
 {
+    TString s;
+
     //
-    // Initialize all the built-in strings for parsing.
+    // Angle and Trigonometric Functions.
     //
-    TString BuiltInFunctions;
-    TString BuiltInFunctionsVertex;
-    TString BuiltInFunctionsFragment;
-    TString StandardUniforms;
-    TString VertexDefaultPrecision;
-    TString FragmentDefaultPrecision;
+    s.append(TString("float radians(float degrees);"));
+    s.append(TString("vec2  radians(vec2  degrees);"));
+    s.append(TString("vec3  radians(vec3  degrees);"));
+    s.append(TString("vec4  radians(vec4  degrees);"));
 
-    {
-        //============================================================================
-        //
-        // Prototypes for built-in functions seen by both vertex and fragment shaders.
-        //
-        //============================================================================
+    s.append(TString("float degrees(float radians);"));
+    s.append(TString("vec2  degrees(vec2  radians);"));
+    s.append(TString("vec3  degrees(vec3  radians);"));
+    s.append(TString("vec4  degrees(vec4  radians);"));
 
-        TString& s = BuiltInFunctions;
+    s.append(TString("float sin(float angle);"));
+    s.append(TString("vec2  sin(vec2  angle);"));
+    s.append(TString("vec3  sin(vec3  angle);"));
+    s.append(TString("vec4  sin(vec4  angle);"));
 
-        //
-        // Angle and Trigonometric Functions.
-        //
-        s.append(TString("float radians(float degrees);"));
-        s.append(TString("vec2  radians(vec2  degrees);"));
-        s.append(TString("vec3  radians(vec3  degrees);"));
-        s.append(TString("vec4  radians(vec4  degrees);"));
+    s.append(TString("float cos(float angle);"));
+    s.append(TString("vec2  cos(vec2  angle);"));
+    s.append(TString("vec3  cos(vec3  angle);"));
+    s.append(TString("vec4  cos(vec4  angle);"));
 
-        s.append(TString("float degrees(float radians);"));
-        s.append(TString("vec2  degrees(vec2  radians);"));
-        s.append(TString("vec3  degrees(vec3  radians);"));
-        s.append(TString("vec4  degrees(vec4  radians);"));
+    s.append(TString("float tan(float angle);"));
+    s.append(TString("vec2  tan(vec2  angle);"));
+    s.append(TString("vec3  tan(vec3  angle);"));
+    s.append(TString("vec4  tan(vec4  angle);"));
 
-        s.append(TString("float sin(float angle);"));
-        s.append(TString("vec2  sin(vec2  angle);"));
-        s.append(TString("vec3  sin(vec3  angle);"));
-        s.append(TString("vec4  sin(vec4  angle);"));
+    s.append(TString("float asin(float x);"));
+    s.append(TString("vec2  asin(vec2  x);"));
+    s.append(TString("vec3  asin(vec3  x);"));
+    s.append(TString("vec4  asin(vec4  x);"));
 
-        s.append(TString("float cos(float angle);"));
-        s.append(TString("vec2  cos(vec2  angle);"));
-        s.append(TString("vec3  cos(vec3  angle);"));
-        s.append(TString("vec4  cos(vec4  angle);"));
+    s.append(TString("float acos(float x);"));
+    s.append(TString("vec2  acos(vec2  x);"));
+    s.append(TString("vec3  acos(vec3  x);"));
+    s.append(TString("vec4  acos(vec4  x);"));
 
-        s.append(TString("float tan(float angle);"));
-        s.append(TString("vec2  tan(vec2  angle);"));
-        s.append(TString("vec3  tan(vec3  angle);"));
-        s.append(TString("vec4  tan(vec4  angle);"));
+    s.append(TString("float atan(float y, float x);"));
+    s.append(TString("vec2  atan(vec2  y, vec2  x);"));
+    s.append(TString("vec3  atan(vec3  y, vec3  x);"));
+    s.append(TString("vec4  atan(vec4  y, vec4  x);"));
 
-        s.append(TString("float asin(float x);"));
-        s.append(TString("vec2  asin(vec2  x);"));
-        s.append(TString("vec3  asin(vec3  x);"));
-        s.append(TString("vec4  asin(vec4  x);"));
+    s.append(TString("float atan(float y_over_x);"));
+    s.append(TString("vec2  atan(vec2  y_over_x);"));
+    s.append(TString("vec3  atan(vec3  y_over_x);"));
+    s.append(TString("vec4  atan(vec4  y_over_x);"));
 
-        s.append(TString("float acos(float x);"));
-        s.append(TString("vec2  acos(vec2  x);"));
-        s.append(TString("vec3  acos(vec3  x);"));
-        s.append(TString("vec4  acos(vec4  x);"));
+    //
+    // Exponential Functions.
+    //
+    s.append(TString("float pow(float x, float y);"));
+    s.append(TString("vec2  pow(vec2  x, vec2  y);"));
+    s.append(TString("vec3  pow(vec3  x, vec3  y);"));
+    s.append(TString("vec4  pow(vec4  x, vec4  y);"));
 
-        s.append(TString("float atan(float y, float x);"));
-        s.append(TString("vec2  atan(vec2  y, vec2  x);"));
-        s.append(TString("vec3  atan(vec3  y, vec3  x);"));
-        s.append(TString("vec4  atan(vec4  y, vec4  x);"));
+    s.append(TString("float exp(float x);"));
+    s.append(TString("vec2  exp(vec2  x);"));
+    s.append(TString("vec3  exp(vec3  x);"));
+    s.append(TString("vec4  exp(vec4  x);"));
 
-        s.append(TString("float atan(float y_over_x);"));
-        s.append(TString("vec2  atan(vec2  y_over_x);"));
-        s.append(TString("vec3  atan(vec3  y_over_x);"));
-        s.append(TString("vec4  atan(vec4  y_over_x);"));
+    s.append(TString("float log(float x);"));
+    s.append(TString("vec2  log(vec2  x);"));
+    s.append(TString("vec3  log(vec3  x);"));
+    s.append(TString("vec4  log(vec4  x);"));
 
-        //
-        // Exponential Functions.
-        //
-        s.append(TString("float pow(float x, float y);"));
-        s.append(TString("vec2  pow(vec2  x, vec2  y);"));
-        s.append(TString("vec3  pow(vec3  x, vec3  y);"));
-        s.append(TString("vec4  pow(vec4  x, vec4  y);"));
+    s.append(TString("float exp2(float x);"));
+    s.append(TString("vec2  exp2(vec2  x);"));
+    s.append(TString("vec3  exp2(vec3  x);"));
+    s.append(TString("vec4  exp2(vec4  x);"));
 
-        s.append(TString("float exp(float x);"));
-        s.append(TString("vec2  exp(vec2  x);"));
-        s.append(TString("vec3  exp(vec3  x);"));
-        s.append(TString("vec4  exp(vec4  x);"));
+    s.append(TString("float log2(float x);"));
+    s.append(TString("vec2  log2(vec2  x);"));
+    s.append(TString("vec3  log2(vec3  x);"));
+    s.append(TString("vec4  log2(vec4  x);"));
 
-        s.append(TString("float log(float x);"));
-        s.append(TString("vec2  log(vec2  x);"));
-        s.append(TString("vec3  log(vec3  x);"));
-        s.append(TString("vec4  log(vec4  x);"));
+    s.append(TString("float sqrt(float x);"));
+    s.append(TString("vec2  sqrt(vec2  x);"));
+    s.append(TString("vec3  sqrt(vec3  x);"));
+    s.append(TString("vec4  sqrt(vec4  x);"));
 
-        s.append(TString("float exp2(float x);"));
-        s.append(TString("vec2  exp2(vec2  x);"));
-        s.append(TString("vec3  exp2(vec3  x);"));
-        s.append(TString("vec4  exp2(vec4  x);"));
+    s.append(TString("float inversesqrt(float x);"));
+    s.append(TString("vec2  inversesqrt(vec2  x);"));
+    s.append(TString("vec3  inversesqrt(vec3  x);"));
+    s.append(TString("vec4  inversesqrt(vec4  x);"));
 
-        s.append(TString("float log2(float x);"));
-        s.append(TString("vec2  log2(vec2  x);"));
-        s.append(TString("vec3  log2(vec3  x);"));
-        s.append(TString("vec4  log2(vec4  x);"));
+    //
+    // Common Functions.
+    //
+    s.append(TString("float abs(float x);"));
+    s.append(TString("vec2  abs(vec2  x);"));
+    s.append(TString("vec3  abs(vec3  x);"));
+    s.append(TString("vec4  abs(vec4  x);"));
 
-        s.append(TString("float sqrt(float x);"));
-        s.append(TString("vec2  sqrt(vec2  x);"));
-        s.append(TString("vec3  sqrt(vec3  x);"));
-        s.append(TString("vec4  sqrt(vec4  x);"));
+    s.append(TString("float sign(float x);"));
+    s.append(TString("vec2  sign(vec2  x);"));
+    s.append(TString("vec3  sign(vec3  x);"));
+    s.append(TString("vec4  sign(vec4  x);"));
 
-        s.append(TString("float inversesqrt(float x);"));
-        s.append(TString("vec2  inversesqrt(vec2  x);"));
-        s.append(TString("vec3  inversesqrt(vec3  x);"));
-        s.append(TString("vec4  inversesqrt(vec4  x);"));
+    s.append(TString("float floor(float x);"));
+    s.append(TString("vec2  floor(vec2  x);"));
+    s.append(TString("vec3  floor(vec3  x);"));
+    s.append(TString("vec4  floor(vec4  x);"));
 
-        //
-        // Common Functions.
-        //
-        s.append(TString("float abs(float x);"));
-        s.append(TString("vec2  abs(vec2  x);"));
-        s.append(TString("vec3  abs(vec3  x);"));
-        s.append(TString("vec4  abs(vec4  x);"));
+    s.append(TString("float ceil(float x);"));
+    s.append(TString("vec2  ceil(vec2  x);"));
+    s.append(TString("vec3  ceil(vec3  x);"));
+    s.append(TString("vec4  ceil(vec4  x);"));
 
-        s.append(TString("float sign(float x);"));
-        s.append(TString("vec2  sign(vec2  x);"));
-        s.append(TString("vec3  sign(vec3  x);"));
-        s.append(TString("vec4  sign(vec4  x);"));
+    s.append(TString("float fract(float x);"));
+    s.append(TString("vec2  fract(vec2  x);"));
+    s.append(TString("vec3  fract(vec3  x);"));
+    s.append(TString("vec4  fract(vec4  x);"));
 
-        s.append(TString("float floor(float x);"));
-        s.append(TString("vec2  floor(vec2  x);"));
-        s.append(TString("vec3  floor(vec3  x);"));
-        s.append(TString("vec4  floor(vec4  x);"));
+    s.append(TString("float mod(float x, float y);"));
+    s.append(TString("vec2  mod(vec2  x, float y);"));
+    s.append(TString("vec3  mod(vec3  x, float y);"));
+    s.append(TString("vec4  mod(vec4  x, float y);"));
+    s.append(TString("vec2  mod(vec2  x, vec2  y);"));
+    s.append(TString("vec3  mod(vec3  x, vec3  y);"));
+    s.append(TString("vec4  mod(vec4  x, vec4  y);"));
 
-        s.append(TString("float ceil(float x);"));
-        s.append(TString("vec2  ceil(vec2  x);"));
-        s.append(TString("vec3  ceil(vec3  x);"));
-        s.append(TString("vec4  ceil(vec4  x);"));
+    s.append(TString("float min(float x, float y);"));
+    s.append(TString("vec2  min(vec2  x, float y);"));
+    s.append(TString("vec3  min(vec3  x, float y);"));
+    s.append(TString("vec4  min(vec4  x, float y);"));
+    s.append(TString("vec2  min(vec2  x, vec2  y);"));
+    s.append(TString("vec3  min(vec3  x, vec3  y);"));
+    s.append(TString("vec4  min(vec4  x, vec4  y);"));
 
-        s.append(TString("float fract(float x);"));
-        s.append(TString("vec2  fract(vec2  x);"));
-        s.append(TString("vec3  fract(vec3  x);"));
-        s.append(TString("vec4  fract(vec4  x);"));
+    s.append(TString("float max(float x, float y);"));
+    s.append(TString("vec2  max(vec2  x, float y);"));
+    s.append(TString("vec3  max(vec3  x, float y);"));
+    s.append(TString("vec4  max(vec4  x, float y);"));
+    s.append(TString("vec2  max(vec2  x, vec2  y);"));
+    s.append(TString("vec3  max(vec3  x, vec3  y);"));
+    s.append(TString("vec4  max(vec4  x, vec4  y);"));
 
-        s.append(TString("float mod(float x, float y);"));
-        s.append(TString("vec2  mod(vec2  x, float y);"));
-        s.append(TString("vec3  mod(vec3  x, float y);"));
-        s.append(TString("vec4  mod(vec4  x, float y);"));
-        s.append(TString("vec2  mod(vec2  x, vec2  y);"));
-        s.append(TString("vec3  mod(vec3  x, vec3  y);"));
-        s.append(TString("vec4  mod(vec4  x, vec4  y);"));
+    s.append(TString("float clamp(float x, float minVal, float maxVal);"));
+    s.append(TString("vec2  clamp(vec2  x, float minVal, float maxVal);"));
+    s.append(TString("vec3  clamp(vec3  x, float minVal, float maxVal);"));
+    s.append(TString("vec4  clamp(vec4  x, float minVal, float maxVal);"));
+    s.append(TString("vec2  clamp(vec2  x, vec2  minVal, vec2  maxVal);"));
+    s.append(TString("vec3  clamp(vec3  x, vec3  minVal, vec3  maxVal);"));
+    s.append(TString("vec4  clamp(vec4  x, vec4  minVal, vec4  maxVal);"));
 
-        s.append(TString("float min(float x, float y);"));
-        s.append(TString("vec2  min(vec2  x, float y);"));
-        s.append(TString("vec3  min(vec3  x, float y);"));
-        s.append(TString("vec4  min(vec4  x, float y);"));
-        s.append(TString("vec2  min(vec2  x, vec2  y);"));
-        s.append(TString("vec3  min(vec3  x, vec3  y);"));
-        s.append(TString("vec4  min(vec4  x, vec4  y);"));
+    s.append(TString("float mix(float x, float y, float a);"));
+    s.append(TString("vec2  mix(vec2  x, vec2  y, float a);"));
+    s.append(TString("vec3  mix(vec3  x, vec3  y, float a);"));
+    s.append(TString("vec4  mix(vec4  x, vec4  y, float a);"));
+    s.append(TString("vec2  mix(vec2  x, vec2  y, vec2  a);"));
+    s.append(TString("vec3  mix(vec3  x, vec3  y, vec3  a);"));
+    s.append(TString("vec4  mix(vec4  x, vec4  y, vec4  a);"));
 
-        s.append(TString("float max(float x, float y);"));
-        s.append(TString("vec2  max(vec2  x, float y);"));
-        s.append(TString("vec3  max(vec3  x, float y);"));
-        s.append(TString("vec4  max(vec4  x, float y);"));
-        s.append(TString("vec2  max(vec2  x, vec2  y);"));
-        s.append(TString("vec3  max(vec3  x, vec3  y);"));
-        s.append(TString("vec4  max(vec4  x, vec4  y);"));
+    s.append(TString("float step(float edge, float x);"));
+    s.append(TString("vec2  step(vec2  edge, vec2  x);"));
+    s.append(TString("vec3  step(vec3  edge, vec3  x);"));
+    s.append(TString("vec4  step(vec4  edge, vec4  x);"));
+    s.append(TString("vec2  step(float edge, vec2  x);"));
+    s.append(TString("vec3  step(float edge, vec3  x);"));
+    s.append(TString("vec4  step(float edge, vec4  x);"));
 
-        s.append(TString("float clamp(float x, float minVal, float maxVal);"));
-        s.append(TString("vec2  clamp(vec2  x, float minVal, float maxVal);"));
-        s.append(TString("vec3  clamp(vec3  x, float minVal, float maxVal);"));
-        s.append(TString("vec4  clamp(vec4  x, float minVal, float maxVal);"));
-        s.append(TString("vec2  clamp(vec2  x, vec2  minVal, vec2  maxVal);"));
-        s.append(TString("vec3  clamp(vec3  x, vec3  minVal, vec3  maxVal);"));
-        s.append(TString("vec4  clamp(vec4  x, vec4  minVal, vec4  maxVal);"));
+    s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
+    s.append(TString("vec2  smoothstep(vec2  edge0, vec2  edge1, vec2  x);"));
+    s.append(TString("vec3  smoothstep(vec3  edge0, vec3  edge1, vec3  x);"));
+    s.append(TString("vec4  smoothstep(vec4  edge0, vec4  edge1, vec4  x);"));
+    s.append(TString("vec2  smoothstep(float edge0, float edge1, vec2  x);"));
+    s.append(TString("vec3  smoothstep(float edge0, float edge1, vec3  x);"));
+    s.append(TString("vec4  smoothstep(float edge0, float edge1, vec4  x);"));
 
-        s.append(TString("float mix(float x, float y, float a);"));
-        s.append(TString("vec2  mix(vec2  x, vec2  y, float a);"));
-        s.append(TString("vec3  mix(vec3  x, vec3  y, float a);"));
-        s.append(TString("vec4  mix(vec4  x, vec4  y, float a);"));
-        s.append(TString("vec2  mix(vec2  x, vec2  y, vec2  a);"));
-        s.append(TString("vec3  mix(vec3  x, vec3  y, vec3  a);"));
-        s.append(TString("vec4  mix(vec4  x, vec4  y, vec4  a);"));
+    //
+    // Geometric Functions.
+    //
+    s.append(TString("float length(float x);"));
+    s.append(TString("float length(vec2  x);"));
+    s.append(TString("float length(vec3  x);"));
+    s.append(TString("float length(vec4  x);"));
 
-        s.append(TString("float step(float edge, float x);"));
-        s.append(TString("vec2  step(vec2  edge, vec2  x);"));
-        s.append(TString("vec3  step(vec3  edge, vec3  x);"));
-        s.append(TString("vec4  step(vec4  edge, vec4  x);"));
-        s.append(TString("vec2  step(float edge, vec2  x);"));
-        s.append(TString("vec3  step(float edge, vec3  x);"));
-        s.append(TString("vec4  step(float edge, vec4  x);"));
+    s.append(TString("float distance(float p0, float p1);"));
+    s.append(TString("float distance(vec2  p0, vec2  p1);"));
+    s.append(TString("float distance(vec3  p0, vec3  p1);"));
+    s.append(TString("float distance(vec4  p0, vec4  p1);"));
 
-        s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
-        s.append(TString("vec2  smoothstep(vec2  edge0, vec2  edge1, vec2  x);"));
-        s.append(TString("vec3  smoothstep(vec3  edge0, vec3  edge1, vec3  x);"));
-        s.append(TString("vec4  smoothstep(vec4  edge0, vec4  edge1, vec4  x);"));
-        s.append(TString("vec2  smoothstep(float edge0, float edge1, vec2  x);"));
-        s.append(TString("vec3  smoothstep(float edge0, float edge1, vec3  x);"));
-        s.append(TString("vec4  smoothstep(float edge0, float edge1, vec4  x);"));
+    s.append(TString("float dot(float x, float y);"));
+    s.append(TString("float dot(vec2  x, vec2  y);"));
+    s.append(TString("float dot(vec3  x, vec3  y);"));
+    s.append(TString("float dot(vec4  x, vec4  y);"));
 
-        //
-        // Geometric Functions.
-        //
-        s.append(TString("float length(float x);"));
-        s.append(TString("float length(vec2  x);"));
-        s.append(TString("float length(vec3  x);"));
-        s.append(TString("float length(vec4  x);"));
+    s.append(TString("vec3 cross(vec3 x, vec3 y);"));
+    s.append(TString("float normalize(float x);"));
+    s.append(TString("vec2  normalize(vec2  x);"));
+    s.append(TString("vec3  normalize(vec3  x);"));
+    s.append(TString("vec4  normalize(vec4  x);"));
 
-        s.append(TString("float distance(float p0, float p1);"));
-        s.append(TString("float distance(vec2  p0, vec2  p1);"));
-        s.append(TString("float distance(vec3  p0, vec3  p1);"));
-        s.append(TString("float distance(vec4  p0, vec4  p1);"));
-
-        s.append(TString("float dot(float x, float y);"));
-        s.append(TString("float dot(vec2  x, vec2  y);"));
-        s.append(TString("float dot(vec3  x, vec3  y);"));
-        s.append(TString("float dot(vec4  x, vec4  y);"));
-
-        s.append(TString("vec3 cross(vec3 x, vec3 y);"));
-        s.append(TString("float normalize(float x);"));
-        s.append(TString("vec2  normalize(vec2  x);"));
-        s.append(TString("vec3  normalize(vec3  x);"));
-        s.append(TString("vec4  normalize(vec4  x);"));
-
-        s.append(TString("float faceforward(float N, float I, float Nref);"));
-        s.append(TString("vec2  faceforward(vec2  N, vec2  I, vec2  Nref);"));
-        s.append(TString("vec3  faceforward(vec3  N, vec3  I, vec3  Nref);"));
-        s.append(TString("vec4  faceforward(vec4  N, vec4  I, vec4  Nref);"));
-
-        s.append(TString("float reflect(float I, float N);"));
-        s.append(TString("vec2  reflect(vec2  I, vec2  N);"));
-        s.append(TString("vec3  reflect(vec3  I, vec3  N);"));
-        s.append(TString("vec4  reflect(vec4  I, vec4  N);"));
-
-        s.append(TString("float refract(float I, float N, float eta);"));
-        s.append(TString("vec2  refract(vec2  I, vec2  N, float eta);"));
-        s.append(TString("vec3  refract(vec3  I, vec3  N, float eta);"));
-        s.append(TString("vec4  refract(vec4  I, vec4  N, float eta);"));
-
-        //
-        // Matrix Functions.
-        //
-        s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
-        s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
-        s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
-
-        //
-        // Vector relational functions.
-        //
-        s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
-        s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
-        s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
-
-        s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
-        s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
-        s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
-
-        s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
-        s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
-        s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
-
-        s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
-        s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
-        s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
-
-        s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
-        s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
-        s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
-
-        s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
-        s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
-        s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
-
-        s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
-        s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
-        s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
-
-        s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
-        s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
-        s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
-
-        s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
-        s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
-        s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
-
-        s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
-        s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
-        s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
-
-        s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
-        s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
-        s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
-
-        s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
-        s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
-        s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
-
-        s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
-        s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
-        s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
-
-        s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
-        s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
-        s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
-
-        s.append(TString("bool any(bvec2 x);"));
-        s.append(TString("bool any(bvec3 x);"));
-        s.append(TString("bool any(bvec4 x);"));
+    s.append(TString("float faceforward(float N, float I, float Nref);"));
+    s.append(TString("vec2  faceforward(vec2  N, vec2  I, vec2  Nref);"));
+    s.append(TString("vec3  faceforward(vec3  N, vec3  I, vec3  Nref);"));
+    s.append(TString("vec4  faceforward(vec4  N, vec4  I, vec4  Nref);"));
 
-        s.append(TString("bool all(bvec2 x);"));
-        s.append(TString("bool all(bvec3 x);"));
-        s.append(TString("bool all(bvec4 x);"));
+    s.append(TString("float reflect(float I, float N);"));
+    s.append(TString("vec2  reflect(vec2  I, vec2  N);"));
+    s.append(TString("vec3  reflect(vec3  I, vec3  N);"));
+    s.append(TString("vec4  reflect(vec4  I, vec4  N);"));
 
-        s.append(TString("bvec2 not(bvec2 x);"));
-        s.append(TString("bvec3 not(bvec3 x);"));
-        s.append(TString("bvec4 not(bvec4 x);"));
+    s.append(TString("float refract(float I, float N, float eta);"));
+    s.append(TString("vec2  refract(vec2  I, vec2  N, float eta);"));
+    s.append(TString("vec3  refract(vec3  I, vec3  N, float eta);"));
+    s.append(TString("vec4  refract(vec4  I, vec4  N, float eta);"));
 
-        //
-        // Texture Functions.
-        //
-        s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
-        s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
-        s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
+    //
+    // Matrix Functions.
+    //
+    s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
+    s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
+    s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
 
-        s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
+    //
+    // Vector relational functions.
+    //
+    s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
+    s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
+    s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
 
-        //
-        // Noise functions.
-        //
-    //	s.append(TString("float noise1(float x);"));
-    //	s.append(TString("float noise1(vec2  x);"));
-    //	s.append(TString("float noise1(vec3  x);"));
-    //	s.append(TString("float noise1(vec4  x);"));
+    s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
+    s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
+    s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
 
-    //	s.append(TString("vec2 noise2(float x);"));
-    //	s.append(TString("vec2 noise2(vec2  x);"));
-    //	s.append(TString("vec2 noise2(vec3  x);"));
-    //	s.append(TString("vec2 noise2(vec4  x);"));
+    s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
+    s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
+    s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
 
-    //	s.append(TString("vec3 noise3(float x);"));
-    //	s.append(TString("vec3 noise3(vec2  x);"));
-    //	s.append(TString("vec3 noise3(vec3  x);"));
-    //	s.append(TString("vec3 noise3(vec4  x);"));
+    s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
+    s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
+    s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
 
-    //	s.append(TString("vec4 noise4(float x);"));
-    //	s.append(TString("vec4 noise4(vec2  x);"));
-    //	s.append(TString("vec4 noise4(vec3  x);"));
-    //	s.append(TString("vec4 noise4(vec4  x);"));
+    s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
+    s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
+    s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
 
-        s.append(TString("\n"));
-    }
-    {
-        //============================================================================
-        //
-        // Prototypes for built-in functions seen by vertex shaders only.
-        //
-        //============================================================================
+    s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
+    s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
+    s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
 
-        TString& s = BuiltInFunctionsVertex;
+    s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
+    s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
+    s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
 
-        //
-        // Geometric Functions.
-        //
-        s.append(TString("vec4 ftransform();"));
+    s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
+    s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
+    s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
 
-        //
-        // Texture Functions.
-        //
-        s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
-        s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
-        s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
+    s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
+    s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
+    s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
 
-        s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
+    s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
+    s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
+    s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
 
-        s.append(TString("\n"));
-    }
-    {
-        //============================================================================
-        //
-        // Prototypes for built-in functions seen by fragment shaders only.
-        //
-        //============================================================================
+    s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
+    s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
+    s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
 
-        TString& s = BuiltInFunctionsFragment;
+    s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
+    s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
+    s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
 
-        //
-        // Texture Functions.
-        //
-        s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
-        s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
-        s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
+    s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
+    s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
+    s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
 
-        s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
+    s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
+    s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
+    s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
 
-    //	s.append(TString("float dFdx(float p);"));
-    //	s.append(TString("vec2  dFdx(vec2  p);"));
-    //	s.append(TString("vec3  dFdx(vec3  p);"));
-    //	s.append(TString("vec4  dFdx(vec4  p);"));
+    s.append(TString("bool any(bvec2 x);"));
+    s.append(TString("bool any(bvec3 x);"));
+    s.append(TString("bool any(bvec4 x);"));
 
-    //	s.append(TString("float dFdy(float p);"));
-    //	s.append(TString("vec2  dFdy(vec2  p);"));
-    //	s.append(TString("vec3  dFdy(vec3  p);"));
-    //	s.append(TString("vec4  dFdy(vec4  p);"));
+    s.append(TString("bool all(bvec2 x);"));
+    s.append(TString("bool all(bvec3 x);"));
+    s.append(TString("bool all(bvec4 x);"));
 
-        s.append(TString("float fwidth(float p);"));
-        s.append(TString("vec2  fwidth(vec2  p);"));
-        s.append(TString("vec3  fwidth(vec3  p);"));
-        s.append(TString("vec4  fwidth(vec4  p);"));
+    s.append(TString("bvec2 not(bvec2 x);"));
+    s.append(TString("bvec3 not(bvec3 x);"));
+    s.append(TString("bvec4 not(bvec4 x);"));
 
-        s.append(TString("\n"));
-    }
-    {
-        //============================================================================
-        //
-        // Standard Uniforms
-        //
-        //============================================================================
+    //
+    // Texture Functions.
+    //
+    s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
+    s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
+    s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
 
-        TString& s = StandardUniforms;
+    s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
 
-        //
-        // Depth range in window coordinates
-        //
-        s.append(TString("struct gl_DepthRangeParameters {"));
-        s.append(TString("    highp float near;"));        // n
-        s.append(TString("    highp float far;"));         // f
-        s.append(TString("    highp float diff;"));        // f - n
-        s.append(TString("};"));
-        s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
+    //
+    // Noise functions.
+    //
+    //s.append(TString("float noise1(float x);"));
+    //s.append(TString("float noise1(vec2  x);"));
+    //s.append(TString("float noise1(vec3  x);"));
+    //s.append(TString("float noise1(vec4  x);"));
 
-        s.append(TString("\n"));
-    }
-    {
-        //============================================================================
-        //
-        // Default precision for vertex shaders.
-        //
-        //============================================================================
+    //s.append(TString("vec2 noise2(float x);"));
+    //s.append(TString("vec2 noise2(vec2  x);"));
+    //s.append(TString("vec2 noise2(vec3  x);"));
+    //s.append(TString("vec2 noise2(vec4  x);"));
 
-        TString& s = VertexDefaultPrecision;
+    //s.append(TString("vec3 noise3(float x);"));
+    //s.append(TString("vec3 noise3(vec2  x);"));
+    //s.append(TString("vec3 noise3(vec3  x);"));
+    //s.append(TString("vec3 noise3(vec4  x);"));
 
-        s.append(TString("precision highp int;"));
-        s.append(TString("precision highp float;"));
-        s.append(TString("\n"));
-    }
-    {
-        //============================================================================
-        //
-        // Default precision for fragment shaders.
-        //
-        //============================================================================
-        
-        TString& s = FragmentDefaultPrecision;
-        
-        s.append(TString("precision mediump int;"));
-        // No default precision for float in fragment shaders
-        s.append(TString("\n"));
-    }
+    //s.append(TString("vec4 noise4(float x);"));
+    //s.append(TString("vec4 noise4(vec2  x);"));
+    //s.append(TString("vec4 noise4(vec3  x);"));
+    //s.append(TString("vec4 noise4(vec4  x);"));
 
-    builtInStrings[EShLangFragment].push_back(FragmentDefaultPrecision);
-    builtInStrings[EShLangFragment].push_back(BuiltInFunctions.c_str());
-    builtInStrings[EShLangFragment].push_back(BuiltInFunctionsFragment);
-    builtInStrings[EShLangFragment].push_back(StandardUniforms);
-    
-    builtInStrings[EShLangVertex].push_back(VertexDefaultPrecision);
-    builtInStrings[EShLangVertex].push_back(BuiltInFunctions);
-    builtInStrings[EShLangVertex].push_back(BuiltInFunctionsVertex);
-    builtInStrings[EShLangVertex].push_back(StandardUniforms);
+    s.append(TString("\n"));
+    return s;
 }
 
-void TBuiltIns::initialize(const TBuiltInResource &resources)
+//============================================================================
+//
+// Prototypes for built-in functions seen by vertex shaders only.
+//
+//============================================================================
+static TString BuiltInFunctionsVertex()
 {
-    TStringStream builtIns;
+    TString s;
 
-    // Implementation dependent constants
-    builtIns << "const int gl_MaxVertexAttribs = " << resources.maxVertexAttribs << ";";
-    builtIns << "const int gl_MaxVertexUniformVectors = " << resources.maxVertexUniformVectors << ";";
+    //
+    // Geometric Functions.
+    //
+    //s.append(TString("vec4 ftransform();"));
 
-    builtIns << "const int gl_MaxVaryingVectors = " << resources.maxVaryingVectors << ";";
-    builtIns << "const int gl_MaxVertexTextureImageUnits = " << resources.maxVertexTextureImageUnits << ";";
-    builtIns << "const int gl_MaxCombinedTextureImageUnits = " << resources.maxCombinedTextureImageUnits << ";";
-    builtIns << "const int gl_MaxTextureImageUnits = " << resources.maxTextureImageUnits << ";";
-    builtIns << "const int gl_MaxFragmentUniformVectors = " << resources.maxFragmentUniformVectors << ";";
-    builtIns << "const int gl_MaxDrawBuffers = " << resources.maxDrawBuffers << ";";
+    //
+    // Texture Functions.
+    //
+    s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
+    s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
+    s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
+    s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
 
-    builtInStrings[EShLangFragment].push_back(builtIns.str());
-    builtInStrings[EShLangVertex].push_back(builtIns.str());
+    s.append(TString("\n"));
+    return s;
 }
 
-void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable)
+//============================================================================
+//
+// Prototypes for built-in functions seen by fragment shaders only.
+//
+//============================================================================
+static TString BuiltInFunctionsFragment()
+{
+    TString s;
+
+    //
+    // Texture Functions.
+    //
+    s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
+    s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
+    s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
+    s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
+
+    //s.append(TString("float dFdx(float p);"));
+    //s.append(TString("vec2  dFdx(vec2  p);"));
+    //s.append(TString("vec3  dFdx(vec3  p);"));
+    //s.append(TString("vec4  dFdx(vec4  p);"));
+
+    //s.append(TString("float dFdy(float p);"));
+    //s.append(TString("vec2  dFdy(vec2  p);"));
+    //s.append(TString("vec3  dFdy(vec3  p);"));
+    //s.append(TString("vec4  dFdy(vec4  p);"));
+
+    s.append(TString("float fwidth(float p);"));
+    s.append(TString("vec2  fwidth(vec2  p);"));
+    s.append(TString("vec3  fwidth(vec3  p);"));
+    s.append(TString("vec4  fwidth(vec4  p);"));
+
+    s.append(TString("\n"));
+    return s;
+}
+
+//============================================================================
+//
+// Standard uniforms.
+//
+//============================================================================
+static TString StandardUniforms()
+{
+    TString s;
+
+    //
+    // Depth range in window coordinates
+    //
+    s.append(TString("struct gl_DepthRangeParameters {"));
+    s.append(TString("    highp float near;"));        // n
+    s.append(TString("    highp float far;"));         // f
+    s.append(TString("    highp float diff;"));        // f - n
+    s.append(TString("};"));
+    s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
+
+    s.append(TString("\n"));
+    return s;
+}
+
+//============================================================================
+//
+// Default precision for vertex shaders.
+//
+//============================================================================
+static TString DefaultPrecisionVertex()
+{
+    TString s;
+
+    s.append(TString("precision highp int;"));
+    s.append(TString("precision highp float;"));
+
+    s.append(TString("\n"));
+    return s;
+}
+
+//============================================================================
+//
+// Default precision for fragment shaders.
+//
+//============================================================================
+static TString DefaultPrecisionFragment()
+{
+    TString s;
+
+    s.append(TString("precision mediump int;"));
+    // No default precision for float in fragment shaders
+
+    s.append(TString("\n"));
+    return s;
+}
+
+//============================================================================
+//
+// Implementation dependent built-in constants.
+//
+//============================================================================
+static TString BuiltInConstants(const TBuiltInResource &resources)
+{
+    TStringStream s;
+
+    s << "const int gl_MaxVertexAttribs = " << resources.maxVertexAttribs << ";";
+    s << "const int gl_MaxVertexUniformVectors = " << resources.maxVertexUniformVectors << ";";
+
+    s << "const int gl_MaxVaryingVectors = " << resources.maxVaryingVectors << ";";
+    s << "const int gl_MaxVertexTextureImageUnits = " << resources.maxVertexTextureImageUnits << ";";
+    s << "const int gl_MaxCombinedTextureImageUnits = " << resources.maxCombinedTextureImageUnits << ";";
+    s << "const int gl_MaxTextureImageUnits = " << resources.maxTextureImageUnits << ";";
+    s << "const int gl_MaxFragmentUniformVectors = " << resources.maxFragmentUniformVectors << ";";
+    s << "const int gl_MaxDrawBuffers = " << resources.maxDrawBuffers << ";";
+
+    return s.str();
+}
+
+void TBuiltIns::initialize(EShLanguage language, EShSpec spec, const TBuiltInResource& resources)
+{
+    switch (language) {
+    case EShLangFragment:
+        builtInStrings.push_back(DefaultPrecisionFragment());
+        builtInStrings.push_back(BuiltInFunctionsCommon());
+        builtInStrings.push_back(BuiltInFunctionsFragment());
+        builtInStrings.push_back(StandardUniforms());
+        break;
+
+    case EShLangVertex:
+        builtInStrings.push_back(DefaultPrecisionVertex());
+        builtInStrings.push_back(BuiltInFunctionsCommon());
+        builtInStrings.push_back(BuiltInFunctionsVertex());
+        builtInStrings.push_back(StandardUniforms());
+        break;
+
+    default: assert(false && "Language not supported");
+    }
+
+    builtInStrings.push_back(BuiltInConstants(resources));
+}
+
+void IdentifyBuiltIns(EShLanguage language, EShSpec spec, const TBuiltInResource& resources, TSymbolTable& symbolTable)
 {
     //
     // First, insert some special built-in variables that are not in 
     // the built-in header files.
     //
     switch(language) {
-
-    case EShLangFragment: {
-            symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"),                   TType(EbtFloat, EbpMedium, EvqFragCoord,   4)));
-            symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"),                 TType(EbtBool,  EbpUndefined, EvqFrontFacing, 1)));
-            symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"),                   TType(EbtFloat, EbpMedium, EvqFragColor,   4)));
-            symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData[gl_MaxDrawBuffers]"), TType(EbtFloat, EbpMedium, EvqFragData,    4)));
-            symbolTable.insert(*new TVariable(NewPoolTString("gl_PointCoord"),                  TType(EbtFloat, EbpMedium, EvqPointCoord,  2)));
-
-        }
+    case EShLangFragment:
+        symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"),                   TType(EbtFloat, EbpMedium, EvqFragCoord,   4)));
+        symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"),                 TType(EbtBool,  EbpUndefined, EvqFrontFacing, 1)));
+        symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"),                   TType(EbtFloat, EbpMedium, EvqFragColor,   4)));
+        symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData[gl_MaxDrawBuffers]"), TType(EbtFloat, EbpMedium, EvqFragData,    4)));
+        symbolTable.insert(*new TVariable(NewPoolTString("gl_PointCoord"),                  TType(EbtFloat, EbpMedium, EvqPointCoord,  2)));
         break;
 
     case EShLangVertex:
         symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"),    TType(EbtFloat, EbpHigh, EvqPosition,    4)));
         symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"),   TType(EbtFloat, EbpMedium, EvqPointSize,   1)));
         break;
-    default: break;
+
+    default: assert(false && "Language not supported");
     }
 
     //
@@ -578,27 +590,20 @@
     symbolTable.relateToOperator("any",          EOpAny);
     symbolTable.relateToOperator("all",          EOpAll);
 
-    switch(language)
-    {
-    case EShLangVertex:
-        break;
-    case EShLangFragment:
-    //	symbolTable.relateToOperator("dFdx",         EOpDPdx);     // OES_standard_derivatives extension
-    //	symbolTable.relateToOperator("dFdy",         EOpDPdy);     // OES_standard_derivatives extension
-    //	symbolTable.relateToOperator("fwidth",       EOpFwidth);   // OES_standard_derivatives extension
-        break;
-    default: assert(false && "Language not supported");
-    }
-}
+    // Map language-specific operators.
+    switch(language) {

+    case EShLangVertex:

+        break;

+    case EShLangFragment:

+        //symbolTable.relateToOperator("dFdx",   EOpDPdx);    // OES_standard_derivatives extension

+        //symbolTable.relateToOperator("dFdy",   EOpDPdy);    // OES_standard_derivatives extension

+        //symbolTable.relateToOperator("fwidth", EOpFwidth);  // OES_standard_derivatives extension

+        break;

+    default: break;

+    }

 
-void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable, const TBuiltInResource &resources)
-{
-    //
-    // First, insert some special built-in variables that are not in 
-    // the built-in header files.
-    //
+    // Finally add resource-specific variables.
     switch(language) {
-
     case EShLangFragment: {
             // Set up gl_FragData.  The array size.
             TType fragData(EbtFloat, EbpMedium, EvqFragColor,   4, false, true);
@@ -606,14 +611,7 @@
             symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"),    fragData));
         }
         break;
-
     default: break;
     }
 }
 
-const char* GetPreprocessorBuiltinString()
-{
-    static const char *PreprocessorBuiltinString = "";
-
-    return PreprocessorBuiltinString;
-}