Built-in symbol tables now lazily evaluated, and driven by per version, per profile input.  Got all ES 100 and ES 300 built-in symbols correct.

This includes
 - doing prescan of shader to know version/profile before parsing it
 - putting precision qualifiers on built-in ES symbols
 - getting most built-in state correct for core/compatibility/missing profile
 - adding gl_VertexID and gl_InstanceID, among other ES 300 built-in symbols
 - adding the ES 300 gl_Max/Min constants
 - accepting shaders that contain nothing but whitespace without generating an error


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@20627 e7fa87d3-cd2b-0410-9028-fcbf551c1848
diff --git a/StandAlone/StandAlone.cpp b/StandAlone/StandAlone.cpp
index a074761..4fce3ed 100644
--- a/StandAlone/StandAlone.cpp
+++ b/StandAlone/StandAlone.cpp
@@ -1,5 +1,7 @@
 //
 //Copyright (C) 2002-2005  3Dlabs Inc. Ltd.
+//Copyright (C) 2013 LunarG, Inc.
+//
 //All rights reserved.
 //
 //Redistribution and use in source and binary forms, with or without
@@ -99,6 +101,12 @@
     resources.maxTextureImageUnits = 32;
     resources.maxFragmentUniformComponents = 4096;
     resources.maxDrawBuffers = 32;
+    resources.maxVertexUniformVectors = 128;
+    resources.maxVaryingVectors = 8;
+    resources.maxFragmentUniformVectors = 16;
+    resources.maxVertexOutputVectors = 16;
+    resources.minProgramTexelOffset = -8;
+    resources.maxProgramTexelOffset = 7;
 }
 
 int C_DECL main(int argc, char* argv[])