GLSL: set integers to precision highp.

In GLSL fragment shaders, int and uint default to mediump, which has
implementation-defined precision. This means that a push constant block
shared between vertex and fragment shader containing an integer type
will error at link time.

WGSL mandates that i32 and i32 are 32-bit (natch), so force fragment
shader integers to highp, as we were already doing for floats. highp is guaranteed to be 32-bit in GLSL.

Change-Id: I50c7bfafa5c28cb645ff50fbb7eff1ecdb578fcb
Bug: dawn:2185
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/173802
Reviewed-by: Ben Clayton <bclayton@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
Kokoro: Kokoro <noreply+kokoro@google.com>
diff --git a/test/tint/builtins/gen/var/min/03c7e3.wgsl.expected.glsl b/test/tint/builtins/gen/var/min/03c7e3.wgsl.expected.glsl
index 9cb7748..3614e92 100644
--- a/test/tint/builtins/gen/var/min/03c7e3.wgsl.expected.glsl
+++ b/test/tint/builtins/gen/var/min/03c7e3.wgsl.expected.glsl
@@ -26,6 +26,7 @@
 }
 #version 310 es
 precision highp float;
+precision highp int;
 
 layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
   ivec2 inner;