blob: 71a65e69285118fae0bff0b64ade9068bf547fd2 [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.00000011.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_00000011[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x5d,0x90,0x31,0x4f,0xc3,0x40,
0x0c,0x85,0xdd,0x3b,0x9a,0x34,0x97,0xa6,0x69,0x1b,0x52,0x98,0xaa,0xa2,0x8e,0x48,
0x55,0x07,0x40,0x48,0x08,0x24,0x26,0x18,0xba,0xf1,0x0b,0x90,0x58,0x18,0x60,0x81,
0x1f,0xcf,0x82,0xc4,0xf3,0xe5,0x1b,0x2a,0x4e,0xf2,0xf9,0xfc,0xfc,0x9e,0xed,0x73,
0x0c,0xdb,0xd2,0x6c,0x64,0xc9,0x26,0x76,0x6e,0xc3,0x59,0x58,0x10,0x62,0x56,0x5b,
0x91,0xfd,0xd3,0xe1,0xe5,0xb0,0xfb,0xfa,0x7e,0xdb,0x5d,0x5d,0xef,0x3d,0x3f,0xb3,
0x98,0x79,0x9e,0x6b,0xad,0xb4,0x13,0x79,0xb7,0x8f,0xd7,0xf7,0x4f,0xc7,0x2b,0x59,
0x27,0x9b,0x8b,0xe7,0x78,0x79,0xf4,0x9e,0x7a,0x3d,0xbd,0x9c,0xb3,0xa6,0xdf,0xb3,
0x8d,0xd5,0x6b,0x38,0xdb,0x7f,0xd8,0x08,0x6c,0x9e,0x75,0x31,0x63,0x81,0x1a,0x5d,
0x9e,0xd1,0x6c,0x95,0xfb,0x85,0x8c,0x5f,0x88,0x13,0xe1,0xf4,0xe2,0x14,0xf2,0x1b,
0xea,0x9c,0x29,0xf6,0x59,0x0a,0xe6,0xdd,0xe8,0x9e,0xc8,0x47,0x66,0xbc,0x23,0xae,
0xc0,0x56,0xba,0x13,0xfa,0xb5,0x72,0x35,0xbc,0x84,0x76,0x0a,0xb7,0x46,0xeb,0x71,
0x03,0x76,0x49,0xef,0x19,0xff,0x71,0x7e,0x4b,0xae,0x24,0x5e,0xd2,0x27,0xa1,0x5f,
0xb2,0xb7,0x78,0xa4,0x3f,0x65,0x76,0xe7,0xf7,0xe8,0x9d,0x7f,0xa3,0xfd,0x04,0xfe,
0x61,0x68,0x7e,0x84,0x8c,0xe5,0x1f,0x75,0xb7,0xec,0xac,0x61,0x86,0x7b,0xfe,0xbe,
0x00,0x7f,0x90,0xa2,0x22,0x76,0x7e,0xcf,0x1e,0x1b,0x7a,0x3a,0x3f,0xe5,0x9d,0x0d,
0xb8,0xf3,0x3b,0xe2,0x5f,0x4d,0x74,0x2b,0xfb,0x03,0x28,0xe5,0xbb,0x54,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// ivec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 0)out ivec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }