blob: e255eb9c0425467d797fc5bb94e8fe3807a9fefe [file] [log] [blame]
// GENERATED FILE - DO NOT EDIT.
// Generated by gen_vk_internal_shaders.py.
//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// shaders/gen/BlitResolve.frag.00000009.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kBlitResolve_frag_00000009[] = {
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0x6a,0x58,0x2d,0x5d,0xaf,0x4b,0x94,0xc6,0xb5,0x25,0x69,0x4c,0x9e,0x9c,0x69,0xd7,
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0x1e,0x94,0x9b,0x15,0x9b,0x43,0x77,0xd6,0xf5,0xf0,0x1b,0xda,0x89,0xeb,0xe1,0x77,
0x70,0xeb,0xa1,0x35,0x49,0x31,0x8b,0xd3,0x1e,0xac,0xd6,0x9c,0xeb,0xa1,0x3d,0x49,
0x63,0x66,0xc8,0x99,0x75,0x3d,0xfc,0x41,0x0f,0x5b,0x5d,0x0f,0xe7,0xc1,0xad,0x87,
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0x5d,0x2d,0xba,0xbb,0x52,0xee,0x3f,0xb1,0x45,0xce,0x5f,0xbf,0x5f,0x90,0x98,0x7e,
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0x9c,0x8e,0x71,0xb7,0x9d,0xce,0x5d,0x74,0xf6,0x39,0x9d,0x7b,0xe0,0xa6,0x93,0x49,
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0xab,0xe9,0xe4,0x93,0x54,0x67,0xbf,0xd3,0x29,0x24,0x29,0x6e,0x3a,0xf5,0x4e,0x47,
0xb9,0xa2,0x58,0x3d,0xb5,0x8a,0xe8,0x8c,0x38,0x1d,0xe3,0xea,0x9d,0x4e,0x03,0x3a,
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0xb8,0xe9,0xb4,0x38,0x1d,0xe5,0x9a,0xc4,0x5a,0xa8,0xd5,0x84,0xce,0xb8,0xd3,0x31,
0x4e,0xd7,0x3b,0x72,0xb0,0xcf,0x8a,0xfd,0x0f,0x66,0x63,0x86,0x6f,0x9c,0x0c,0x00,
0x00
};
// Generated from:
//
// #version 450 core
//
// #extension GL_GOOGLE_include_directive : require
//
// layout(set = 0, binding = 0)uniform utexture2DArray color;
//
// layout(location = 0)out uvec4 colorOut0;
// layout(location = 1)out uvec4 colorOut1;
// layout(location = 2)out uvec4 colorOut2;
// layout(location = 3)out uvec4 colorOut3;
// layout(location = 4)out uvec4 colorOut4;
// layout(location = 5)out uvec4 colorOut5;
// layout(location = 6)out uvec4 colorOut6;
// layout(location = 7)out uvec4 colorOut7;
//
// layout(set = 0, binding = 2)uniform sampler blitSampler;
//
// #line 1 "shaders/src/BlitResolve.inc"
//
// layout(push_constant)uniform PushConstants {
//
// vec2 offset;
// vec2 stretch;
// vec2 invSrcExtent;
// int srcLayer;
// int samples;
// float invSamples;
//
// int outputMask;
//
// bool flipX;
// bool flipY;
// bool rotateXY;
// } params;
//
// vec2 getSrcImageCoords()
// {
//
// vec2 srcImageCoords = vec2(gl_FragCoord . xy);
//
// srcImageCoords *= params . stretch;
//
// srcImageCoords -= params . offset;
//
// if(params . flipX)
// srcImageCoords . x = - srcImageCoords . x;
// if(params . flipY)
// srcImageCoords . y = - srcImageCoords . y;
// if(params . rotateXY)
// srcImageCoords . xy = srcImageCoords . yx;
//
// return srcImageCoords;
// }
//
// void broadcastColor(uvec4 colorValue)
// {
//
// if((params . outputMask &(1 << 0))!= 0)
// {
// colorOut0 = colorValue;
// }
// if((params . outputMask &(1 << 1))!= 0)
// {
// colorOut1 = colorValue;
// }
// if((params . outputMask &(1 << 2))!= 0)
// {
// colorOut2 = colorValue;
// }
// if((params . outputMask &(1 << 3))!= 0)
// {
// colorOut3 = colorValue;
// }
// if((params . outputMask &(1 << 4))!= 0)
// {
// colorOut4 = colorValue;
// }
// if((params . outputMask &(1 << 5))!= 0)
// {
// colorOut5 = colorValue;
// }
// if((params . outputMask &(1 << 6))!= 0)
// {
// colorOut6 = colorValue;
// }
// if((params . outputMask &(1 << 7))!= 0)
// {
// colorOut7 = colorValue;
// }
// }
//
// #line 123 "shaders/src/BlitResolve.frag"
//
// void main()
// {
// vec2 srcImageCoords = getSrcImageCoords();
//
// uvec4 colorValue = texture(usampler2DArray(color, blitSampler), vec3(srcImageCoords * params . invSrcExtent, params . srcLayer));
//
// broadcastColor(colorValue);
//
// }