unplugged-system/external/skia/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;
}