blob: 4d4664d7189cdebc933d3148f06b38aa5d7bf973 [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/ImageClear.frag.0000000B.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_0000000B[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x90,0x3b,0x4b,0x43,0x41,
0x10,0x85,0x27,0xbb,0xba,0x37,0xf7,0x61,0x6e,0x92,0xeb,0x8d,0x56,0x21,0x92,0x52,
0x08,0x29,0x54,0x04,0x31,0x90,0x4a,0x8b,0x74,0xfe,0x82,0x40,0x1a,0x0b,0x6d,0xf4,
0xc7,0xdb,0x08,0x9e,0xd9,0x7c,0x42,0x16,0x66,0x67,0xe6,0xcc,0x99,0x67,0x0c,0xcb,
0xc2,0x6c,0x60,0x95,0x0d,0xed,0xda,0x8e,0x6f,0x62,0x41,0x88,0x59,0x6d,0x29,0xeb,
0x97,0xdd,0xdb,0x6e,0xf5,0xf5,0x7d,0x58,0xdd,0xdd,0xaf,0x3d,0x3e,0xb2,0x98,0x79,
0x1e,0x6b,0xad,0xb0,0x33,0x69,0x97,0x8f,0xfd,0xfb,0xa7,0xe3,0xa5,0xa4,0x93,0x8c,
0xc5,0x73,0xbc,0x38,0xb1,0x1b,0xaf,0x27,0xcb,0x39,0x73,0xc9,0xb9,0xe4,0x55,0x7f,
0x45,0xef,0x25,0xfa,0x1f,0x1b,0x80,0x8d,0x73,0x5e,0xcc,0x58,0xa0,0x46,0x97,0x67,
0x34,0x9b,0xe5,0x7e,0x21,0xe3,0x37,0xe2,0x44,0x38,0x33,0x59,0x49,0x7a,0x21,0xb9,
0x12,0xdf,0xe7,0x48,0xcc,0xba,0xd0,0x3f,0x94,0x8e,0xcc,0xf7,0x84,0x5f,0x82,0xcd,
0xe5,0x57,0xc4,0x12,0xfc,0x9a,0x78,0x05,0xbf,0x66,0x1f,0xc7,0x7a,0xf9,0x17,0xf4,
0xf2,0x99,0x6f,0xf1,0x47,0xec,0xe3,0xf9,0x2d,0xdc,0x02,0x7f,0x4a,0xaf,0x44,0xbd,
0x29,0x77,0x8b,0x27,0xf9,0x97,0xd4,0x73,0x7e,0x4f,0xbe,0xf3,0x1f,0x74,0x9f,0xc0,
0x2e,0x46,0xce,0x8f,0x10,0xbf,0xe7,0x56,0x7f,0xcb,0xcd,0x1a,0x66,0x78,0x66,0xff,
0x09,0xf8,0x46,0x19,0x25,0xbe,0xf3,0x7b,0xee,0xd8,0xd0,0xd3,0xf9,0x29,0xdf,0xed,
0x88,0x3b,0xbf,0xc3,0xff,0xd5,0x44,0x8f,0x92,0x3f,0x03,0xa1,0x9d,0x67,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// vec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 5)out vec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }