[GPU] Fix incorrect &-operator with unsigned and signed operand in the GLSL code
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@@ -191,7 +191,7 @@ const char* fragmentShader = R"(
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}
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}
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void main() {
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void main() {
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vec2 tex2UV = (u_textureConfig & (1 << 13)) != 0u ? v_texcoord1 : v_texcoord2;
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vec2 tex2UV = (u_textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
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// TODO: what do invalid sources and disabled textures read as?
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// TODO: what do invalid sources and disabled textures read as?
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// And what does the "previous combiner" source read initially?
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// And what does the "previous combiner" source read initially?
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