blob: fae809c0d02a371a04c5c23b5b456d576d1d3756 [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.00000017.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_00000017[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x50,0xb1,0x4a,0x03,0x41,
0x10,0x7d,0xd9,0x35,0x77,0xb9,0xbd,0x5c,0x2e,0xc9,0x79,0xd1,0x2a,0x44,0x52,0x0a,
0x21,0x85,0x8a,0x20,0x0a,0x56,0x5a,0xa4,0xf3,0x0b,0x04,0x1b,0x0b,0x6d,0xf4,0xe3,
0x6d,0x04,0xdf,0xdb,0x7b,0x42,0x16,0x66,0x67,0xe7,0xcd,0x7b,0x33,0xb3,0x13,0xc3,
0xb6,0x04,0x46,0x48,0x98,0xe0,0x1c,0xc3,0x59,0x20,0x10,0x01,0x6a,0x14,0xd9,0x3f,
0x1d,0x5e,0x0e,0xbb,0xaf,0xef,0xb7,0xdd,0xd5,0xf5,0x5e,0xf9,0x19,0x62,0xe6,0x29,
0xd7,0xa2,0xc4,0x09,0xbd,0xec,0xe3,0xf5,0xfd,0x53,0x78,0x45,0xeb,0x68,0x73,0xf2,
0x84,0x97,0x47,0xef,0xa9,0xea,0xf1,0x25,0xce,0x9a,0xa6,0x4a,0xcf,0x18,0xb3,0xd7,
0x70,0xb6,0xf6,0xff,0xd8,0xc8,0xd8,0x3c,0xeb,0x62,0xc6,0x82,0x6b,0x74,0x79,0x46,
0x60,0x95,0xfb,0x85,0x8c,0x5f,0x90,0x13,0xcd,0xe9,0xc9,0x29,0xe8,0x37,0xae,0x73,
0xc6,0x58,0xb3,0x14,0x9e,0x77,0xc3,0x7b,0xe2,0x19,0x84,0xdf,0x39,0xae,0x8c,0xad,
0x78,0x27,0xeb,0xd7,0xcc,0xd5,0xe6,0x25,0x6b,0xa7,0xe6,0xd6,0xd6,0x2a,0x6e,0x8c,
0x5d,0xba,0xf7,0xcc,0xff,0x11,0xbf,0x75,0xae,0x74,0xbc,0x74,0x9f,0x64,0xfd,0xd2,
0x7b,0x8b,0x47,0xfa,0x53,0xcf,0x2e,0x7e,0x6f,0xbd,0xf8,0x37,0xdc,0x4f,0xf0,0x3f,
0x60,0xcd,0x0f,0x91,0x31,0xfd,0x23,0xef,0xd6,0x3b,0x6b,0x3c,0xc3,0xbd,0xff,0xbe,
0x30,0xfe,0x40,0x45,0xe5,0x58,0xfc,0xde,0x7b,0x6c,0xdc,0x53,0xfc,0x94,0x77,0x36,
0xe0,0xe2,0x77,0x8e,0x7f,0x39,0xd1,0x2d,0xed,0x0f,0x30,0xda,0xec,0x49,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// ivec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 3)out ivec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }