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/VertexShader.cpp b/src/Shader/VertexShader.cpp
index ebdfc97..33c2241 100644
--- a/src/Shader/VertexShader.cpp
+++ b/src/Shader/VertexShader.cpp
@@ -23,7 +23,7 @@
 {
 	VertexShader::VertexShader(const VertexShader *vs) : Shader()
 	{
-		version = 0x0300;
+		shaderModel = 0x0300;
 		positionRegister = Pos;
 		pointSizeRegister = Unused;
 		instanceIdDeclared = false;
@@ -226,7 +226,7 @@
 
 	void VertexShader::analyzeOutput()
 	{
-		if(version < 0x0300)
+		if(shaderModel < 0x0300)
 		{
 			output[Pos][0] = Semantic(Shader::USAGE_POSITION, 0);
 			output[Pos][1] = Semantic(Shader::USAGE_POSITION, 0);