blob: c42cd066e0cd278662166d547be3563a459b6176 [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.00000014.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kBlitResolve_frag_00000014[] = {
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0xbf,0x80,0x4f,0xe7,0xe7,0x26,0xf9,0x74,0x7e,0x4e,0xca,0x7e,0xc4,0x79,0x77,0xd4,
0xfc,0x21,0x88,0xee,0xdf,0x19,0x66,0x6d,0x96,0x79,0xea,0x11,0x54,0xef,0xab,0x08,
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0x12,0x2c,0x68,0x28,0x19,0x0d,0xea,0x5b,0x91,0x53,0xa2,0xee,0x8a,0xd1,0xf0,0x8a,
0xda,0x31,0xa3,0xe1,0x35,0x78,0xd0,0xf0,0x11,0x2c,0xf0,0x54,0x43,0xc8,0x55,0x32,
0x1a,0x36,0xe0,0x2c,0x13,0xb3,0x62,0x34,0xbc,0x41,0x43,0xbb,0xd1,0xf0,0x16,0x3c,
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0x5e,0x89,0xb8,0x55,0xfa,0xe9,0xf4,0x73,0x1b,0xed,0xb6,0xda,0xba,0xc7,0x7d,0xec,
0xf0,0x80,0xf4,0xd7,0xef,0x9f,0x11,0xa7,0xcf,0xcc,0xe5,0x65,0x74,0x0d,0x9a,0xb9,
0xbc,0x02,0x1e,0xe6,0x79,0x88,0xba,0x8a,0x5f,0x12,0x4c,0x77,0xea,0x2a,0xf9,0x86,
0xcc,0xb7,0xb8,0x06,0xee,0xfc,0x3d,0x25,0xfc,0x7f,0xd5,0x35,0xf2,0xea,0xee,0x8e,
0xb3,0xd3,0xda,0x8f,0xee,0xf3,0x75,0xb0,0x3e,0xf2,0xea,0x5e,0x4f,0x81,0x87,0xbc,
0x7a,0xcf,0xd3,0xe0,0xce,0xef,0x46,0xf4,0xff,0x33,0x03,0xae,0x75,0xf2,0xd8,0xbf,
0xe5,0xf6,0x4e,0xc9,0xf9,0x03,0xab,0x2c,0x84,0x1c,0x9c,0x08,0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// #extension GL_GOOGLE_include_directive : require
//
// #extension GL_ARB_shader_stencil_export : require
//
// layout(set = 0, binding = 0)uniform texture2D depth;
//
// layout(set = 0, binding = 1)uniform utexture2D stencil;
//
// 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;
// }
//
// #line 123 "shaders/src/BlitResolve.frag"
//
// void main()
// {
// vec2 srcImageCoords = getSrcImageCoords();
//
// gl_FragDepth = texture(sampler2D(depth, blitSampler), srcImageCoords * params . invSrcExtent). x;
//
// gl_FragStencilRefARB = int(texture(usampler2D(stencil, blitSampler), srcImageCoords * params . invSrcExtent). x);
//
// }