blob: f0685b3362a0ea6e97d7eaa2002a1f5eca747e1b [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.0000001B.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_0000001B[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x90,0x41,0x4b,0x03,0x41,
0x0c,0x85,0xd3,0x19,0xdd,0xed,0xce,0x76,0xbb,0x6d,0xd7,0xad,0x9e,0x4a,0xa5,0xc7,
0x42,0xf1,0xa0,0x22,0x88,0x82,0x27,0x3d,0xf4,0xd6,0x5f,0x50,0xf0,0xe2,0x41,0x2f,
0xfa,0xe3,0xbd,0x08,0xbe,0x4c,0xbf,0x42,0x07,0x92,0x4c,0x5e,0xde,0x9b,0x64,0x12,
0xc3,0xaa,0x34,0x1b,0x58,0xb2,0xa1,0x5d,0xd9,0xe1,0x4c,0x2d,0x08,0x31,0xab,0xad,
0xc8,0xf1,0x75,0xbb,0xdb,0x6e,0xbe,0x7f,0xde,0x37,0xb7,0x77,0x37,0x5e,0x1f,0x5b,
0xcc,0x3c,0xaf,0xb5,0x56,0xda,0x99,0xa2,0xdb,0xe7,0xfe,0xe3,0xcb,0xf1,0x4a,0xd6,
0xc9,0x26,0xe2,0x39,0x5e,0x9e,0xdc,0x47,0xfe,0x9e,0x6e,0xce,0x59,0xc8,0xce,0x65,
0x6f,0xf2,0x35,0xbd,0x57,0xc4,0x23,0x36,0x00,0x9b,0x64,0x5d,0xcc,0x58,0xe0,0x8d,
0x2e,0xcf,0x68,0x36,0xcf,0xfd,0x42,0xc6,0xaf,0xc5,0x89,0x70,0x7a,0x71,0x0a,0xc5,
0x25,0xef,0x5c,0x2a,0xf7,0x59,0x0a,0xe6,0x5d,0xca,0x0f,0x15,0x23,0x33,0x3e,0x92,
0x57,0x60,0x73,0xf9,0x84,0x7e,0xa1,0x5a,0x0d,0x2f,0xa1,0x1d,0xc1,0xad,0xd1,0x7a,
0xde,0x80,0xad,0xe9,0x3d,0xe6,0x3f,0xce,0x6f,0xa9,0x95,0xe4,0x33,0xfa,0x24,0xf4,
0x33,0xf6,0x16,0x4f,0xf4,0x17,0xcc,0xee,0xfc,0x1e,0xbd,0xf3,0xef,0xb5,0x9f,0xc0,
0x3f,0x0c,0xcd,0xaf,0x10,0xdf,0xe7,0x8b,0x7c,0xcb,0xce,0x1a,0x66,0x78,0xe2,0xef,
0x53,0xf0,0x67,0x29,0x2a,0x72,0xe7,0xf7,0xec,0xb1,0xa1,0xa7,0xf3,0x53,0xde,0xd9,
0x01,0x77,0x7e,0x47,0xfe,0xa7,0x89,0x1e,0x64,0xff,0x00,0xa4,0x42,0x73,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// ivec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 5)out ivec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }