	* clutter/eglnative/clutter-stage-egl.c 	(clutter_stage_egl_realize): Use ES 2 renderable type when 	building for GLES 2.
	* clutter/eglnative/clutter-stage-egl.c
	(clutter_stage_egl_realize): Use ES 2 renderable type when
	building for GLES 2.

	* clutter/eglnative/clutter-event-egl.c (get_backend_time): Added
	a NULL for the microseconds parameter of g_timer_elapsed.

	* clutter/eglnative/clutter-stage-egl.h: 
	* clutter/eglnative/clutter-egl.h: 
	* clutter/eglnative/clutter-backend-egl.h: Include
	clutter-egl-headers.h instead of including the GL headers directly
	so it can include gl2.h when building for GLES 2.

	* clutter/eglnative/clutter-egl-headers.h: 
	* clutter/eglnative/Makefile.am (libclutter_eglnative_la_SOURCES):
	Added clutter-egl-headers.h

	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: GLES 2
	doesn't provide a default precision for floats in the fragment
	shader and it will reject the shader if there isn't one.

Distrotech/cogl,gcampax/cogl,djdeath/cogl,gcampax/cogl,Distrotech/cogl,Distrotech/cogl,gcampax/cogl,djdeath/cogl-android,djdeath/cogl,spatulasnout/cogl,collects/cogl,djdeath/cogl-android,spatulasnout/cogl,gcampax/cogl,collects/cogl,djdeath/cogl,Distrotech/cogl,djdeath/cogl-android