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diff --git a/3rdparty/bgfx/3rdparty/glslang/glslang/MachineIndependent/propagateNoContraction.h b/3rdparty/bgfx/3rdparty/glslang/glslang/MachineIndependent/propagateNoContraction.h
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+//
+// Copyright (C) 2015-2016 Google, Inc.
+//
+// All rights reserved.
+//
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions
+// are met:
+//
+// Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+//
+// Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following
+// disclaimer in the documentation and/or other materials provided
+// with the distribution.
+//
+// Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
+// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
+// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
+// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
+// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+// POSSIBILITY OF SUCH DAMAGE.
+
+//
+// Visit the nodes in the glslang intermediate tree representation to
+// propagate 'noContraction' qualifier.
+//
+
+#include "../Include/intermediate.h"
+
+namespace glslang {
+
+// Propagates the 'precise' qualifier for objects (objects marked with
+// 'noContraction' qualifier) from the shader source specified 'precise'
+// variables to all the involved objects, and add 'noContraction' qualifier for
+// the involved arithmetic operations.
+// Note that the same qualifier: 'noContraction' is used in both object nodes
+// and arithmetic operation nodes, but has different meaning. For object nodes,
+// 'noContraction' means the object is 'precise'; and for arithmetic operation
+// nodes, it means the operation should not be contracted.
+void PropagateNoContraction(const glslang::TIntermediate& intermediate);
+};