Rename version to shaderModel

In order to avoid creating confusion between shader model and
the actual shader's version, as specified by the #version
token in a glsl shader, version was renamed to shaderModel.

Change-Id: I481b6e3fc43168b504c2f2d9506422a697abc3a2
Reviewed-on: https://swiftshader-review.googlesource.com/14629
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Shader/ShaderCore.cpp b/src/Shader/ShaderCore.cpp
index 5b2c1ae..58e535c 100644
--- a/src/Shader/ShaderCore.cpp
+++ b/src/Shader/ShaderCore.cpp
@@ -1605,9 +1605,9 @@
 		dst.w = arctanh(src.w, pp);
 	}
 
-	void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short version)
+	void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short shaderModel)
 	{
-		if(version < 0x0200)
+		if(shaderModel < 0x0200)
 		{
 			Float4 frc = Frac(src.x);
 			Float4 floor = src.x - frc;
@@ -1623,9 +1623,9 @@
 		}
 	}
 
-	void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short version)
+	void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short shaderModel)
 	{
-		if(version < 0x0200)
+		if(shaderModel < 0x0200)
 		{
 			Float4 tmp0;
 			Float4 tmp1;