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It was emitting as a float, which is *never* correct, since absd() is only used for int or uint types. (This happened to work before because GLSL was previously also incorrectly using float for uint in some cases.) Also did a drive-by removal of code in Codegen_C that recapitulated the logic from IROperator.cpp; maybe the type field of absd() was incorrect at some point in the past, but this calculation seems redundant and wrong now.
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