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GLSL-ES doesn't allow implicit int/uint conversions
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@ -1281,7 +1281,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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void main()
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void main()
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{
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{
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uvec2 uv = gl_GlobalInvocationID.xy;
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uvec2 uv = gl_GlobalInvocationID.xy;
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int buffer_pos = int(u_src_offset + (uv.y * u_src_row_stride) + (uv.x / 2));
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int buffer_pos = int(u_src_offset + (uv.y * u_src_row_stride) + (uv.x / 2u));
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vec4 yuyv = texelFetch(s_input_buffer, buffer_pos);
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vec4 yuyv = texelFetch(s_input_buffer, buffer_pos);
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float y = mix(yuyv.r, yuyv.b, (uv.x & 1u) == 1u);
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float y = mix(yuyv.r, yuyv.b, (uv.x & 1u) == 1u);
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