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Compile fix for double/float conversion
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@@ -48,7 +48,7 @@ ShaderVariable FAbs(ThreadState &state, const rdcarray<Id> ¶ms)
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ShaderVariable var = state.GetSrc(params[0]);
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for(uint32_t c = 0; c < var.columns; c++)
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var.value.fv[c] = fabs(var.value.fv[c]);
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var.value.fv[c] = fabsf(var.value.fv[c]);
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return var;
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}
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@@ -60,7 +60,7 @@ ShaderVariable Floor(ThreadState &state, const rdcarray<Id> ¶ms)
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ShaderVariable var = state.GetSrc(params[0]);
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for(uint32_t c = 0; c < var.columns; c++)
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var.value.fv[c] = floor(var.value.fv[c]);
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var.value.fv[c] = floorf(var.value.fv[c]);
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return var;
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}
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@@ -109,7 +109,7 @@ ShaderVariable Normalize(ThreadState &state, const rdcarray<Id> ¶ms)
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for(uint32_t c = 0; c < var.columns; c++)
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sqrlength += (var.value.fv[c] * var.value.fv[c]);
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float invlength = 1.0f / sqrt(sqrlength);
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float invlength = 1.0f / sqrtf(sqrlength);
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for(uint32_t c = 0; c < var.columns; c++)
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var.value.fv[c] *= invlength;
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