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8d2fb64247f0f8f5e00f6895464f94ab705c9b83
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.
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tests
/
sksl
/
workarounds
/
AbsInt.glsl
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#version 400
int
_absemulation
(
int
x
)
{
return
x
*
sign
(
x
);
}
out
vec4 sk_FragColor
;
uniform
int
ui
;
uniform
float
uf
;
void
main
()
{
int
i
=
_absemulation
(
ui
);
float
f
=
abs
(
uf
);
sk_FragColor
.
x
=
float
(
i
);
sk_FragColor
.
y
=
f
;
}