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glsl: Avoid implicit int->uint conversions (#12220)
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@ -783,7 +783,7 @@ namespace glsl
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"\n"
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" uvec4 mask;\n"
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" vec4 convert;\n"
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" uint op_mask = control_bits & SIGN_EXPAND_MASK;\n"
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" uint op_mask = control_bits & uint(SIGN_EXPAND_MASK);\n"
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"\n"
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" if (op_mask != 0)\n"
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" {\n"
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@ -793,7 +793,7 @@ namespace glsl
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" rgba = _select(rgba, convert, notEqual(mask, uvec4(0)));\n"
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" }\n"
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"\n"
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" op_mask = control_bits & GAMMA_CTRL_MASK;\n"
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" op_mask = control_bits & uint(GAMMA_CTRL_MASK);\n"
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" if (op_mask != 0u)\n"
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" {\n"
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" // Gamma correction\n"
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