1// GENERATED FILE - DO NOT EDIT. 2// Generated by gen_vk_internal_shaders.py. 3// 4// Copyright 2018 The ANGLE Project Authors. All rights reserved. 5// Use of this source code is governed by a BSD-style license that can be 6// found in the LICENSE file. 7// 8// shaders/gen/BlitResolve.frag.00000012.inc: 9// Pre-generated shader for the ANGLE Vulkan back-end. 10 11#pragma once 12constexpr uint8_t kBlitResolve_frag_00000012[] = { 13 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x93,0xdd,0x6e,0x92,0x41, 14 0x10,0x86,0x17,0x28,0x7c,0x14,0x05,0x5a,0xa0,0x45,0x22,0xb5,0x58,0x48,0x6c,0xda, 15 0x0a,0x8d,0x4a,0x2d,0x28,0xb4,0x18,0xdb,0x1a,0x53,0xa5,0xb5,0xc6,0x78,0x46,0x1a, 16 0x4b,0x62,0x13,0x45,0x53,0x38,0xf0,0xc0,0x78,0xe0,0x3d,0xe8,0x4d,0x78,0x7d,0xc6, 17 0x9f,0xc4,0xc4,0x99,0x8f,0x67,0x75,0xbe,0x64,0xd9,0x9d,0x77,0xde,0xf9,0x79,0x77, 18 0x87,0x58,0xb4,0x1a,0x38,0x17,0x71,0x29,0x97,0x74,0xc7,0x6e,0xfa,0xcd,0xbb,0xa8, 19 0x20,0xd3,0xfd,0x4b,0xde,0x89,0x6f,0xd6,0x9d,0x1c,0xbd,0x18,0xec,0xbd,0x7c,0x3e, 20 0x18,0xbf,0x3e,0x3d,0x1b,0x5e,0x0c,0xc6,0x93,0xe1,0xe8,0xd5,0xf9,0x9b,0xc1,0xf0, 21 0xc3,0xfb,0x77,0x17,0x13,0xe1,0x5e,0x72,0x89,0x30,0xe6,0xe0,0xf0,0xe4,0xb0,0x3e, 22 0x9e,0x9c,0xd5,0xef,0x34,0x37,0x35,0x57,0xc6,0xc5,0xc2,0x9c,0xea,0xcb,0xba,0xc0, 23 0xcd,0xc8,0xae,0xeb,0xed,0xe9,0xf9,0x48,0xf1,0xb4,0xac,0xae,0xac,0x39,0xe1,0x29, 24 0x1e,0x68,0x0e,0x39,0xa5,0xc3,0x9c,0x1a,0xe3,0xdc,0x23,0x17,0x77,0x79,0x7a,0xab, 25 0xb2,0x7b,0x2c,0x02,0x96,0x34,0x58,0x14,0x6c,0xce,0x60,0x31,0xb0,0x2b,0x06,0x9b, 26 0x01,0x2b,0x1b,0x2c,0x0e,0x56,0x31,0x58,0x02,0xac,0x66,0xb0,0x00,0x6c,0xd5,0x60, 27 0x49,0xb0,0x0d,0x83,0xcd,0x82,0x6d,0x86,0xba,0x62,0xff,0xfa,0x53,0x8d,0x5d,0x34, 28 0x7e,0xcd,0x4f,0xed,0x9e,0x9c,0x57,0xd0,0xe7,0xed,0xeb,0x68,0xcc,0x4b,0x54,0x34, 29 0xb4,0x63,0xa1,0x16,0x3d,0x2f,0x08,0x27,0x41,0xaf,0xca,0x29,0x8a,0x1d,0xd0,0xaf, 30 0xfa,0x17,0x85,0x99,0xc2,0xaf,0x3e,0xad,0x95,0x42,0x77,0x45,0x7e,0x2f,0x13,0xa7, 31 0xf8,0x3d,0xec,0xb4,0xc9,0x95,0x81,0xef,0x6b,0xe5,0xc8,0xa5,0xdf,0x35,0x61,0xfb, 32 0x7b,0xc8,0xb0,0x12,0xac,0x14,0x7b,0xce,0x2c,0xad,0x57,0xe0,0x3e,0xf2,0xd4,0x2b, 33 0x84,0x79,0xa7,0xd8,0x3a,0x5a,0x16,0xc9,0xaf,0xfc,0x22,0xbe,0xc0,0xf8,0xcb,0xd8, 34 0xea,0x5f,0xc2,0xaf,0xf9,0x0b,0xd2,0x65,0x05,0x5e,0x8e,0x7b,0x73,0x26,0x6e,0x8d, 35 0xf7,0xf1,0x76,0x93,0x58,0xcd,0xd3,0x61,0x3e,0x12,0xf4,0xd5,0x61,0x26,0x15,0x2b, 36 0x09,0x6b,0x87,0x1a,0x11,0xf7,0xff,0x8b,0x18,0x5b,0x73,0xec,0x72,0xde,0x21,0x87, 37 0xda,0x3d,0x30,0xbd,0xcb,0x87,0xe4,0xd0,0xbb,0xdf,0x92,0xd9,0x88,0x72,0x76,0xd4, 38 0xf9,0x29,0x88,0xce,0x5e,0x87,0x77,0xca,0xf2,0x16,0x7d,0x51,0x9b,0x61,0x96,0xb3, 39 0x2c,0x5f,0x7f,0xc4,0x7b,0xcf,0xe3,0xef,0x49,0x86,0x22,0x33,0xbe,0xc0,0x5d,0x76, 40 0xe0,0x94,0xc0,0x3f,0x0b,0x47,0xed,0xab,0xc4,0x95,0x88,0x5b,0x0a,0xdf,0x74,0x1a, 41 0x57,0x26,0x4e,0xfb,0x5d,0x06,0xff,0x26,0x9c,0x0a,0xf3,0xb9,0xcc,0xfd,0xfe,0x90, 42 0xce,0x6b,0xf4,0xf3,0x5b,0xf8,0x2b,0xe6,0x7f,0xa2,0x7a,0xf4,0x7c,0x2c,0x71,0x7a, 43 0xaf,0x37,0xa8,0xa9,0xdf,0x27,0xde,0x60,0x15,0xfc,0x99,0x58,0xda,0xd3,0x63,0x30, 44 0xcf,0xfb,0x25,0x39,0x7c,0x2e,0xdd,0xbf,0x0b,0x4b,0x79,0x4f,0xe1,0xc4,0x89,0xa9, 45 0x1a,0x0d,0xeb,0x68,0x58,0x33,0x1a,0x36,0xc0,0xbd,0x86,0x9b,0x60,0x5e,0x43,0xc3, 46 0x68,0x50,0x5f,0x5d,0x56,0x83,0xba,0x75,0xa3,0xe1,0x16,0xb5,0x23,0x46,0xc3,0x6d, 47 0x70,0xaf,0xe1,0x09,0x98,0xe7,0xa9,0x06,0x9f,0xab,0x61,0x34,0xf4,0xe1,0xd4,0x88, 48 0xa9,0x1b,0x0d,0x5b,0x68,0x68,0x1a,0x0d,0x77,0xc1,0xbd,0x86,0x6d,0x30,0xaf,0xa1, 49 0x6d,0x34,0xa8,0xaf,0x25,0xab,0x4d,0xdd,0x16,0x73,0xa4,0x75,0xef,0x53,0xbb,0x6f, 50 0xe6,0x57,0x7b,0xf4,0xdc,0xb6,0xe9,0xf1,0x08,0x5e,0x83,0xb8,0x16,0xfd,0xe8,0x8c, 51 0x3f,0x60,0xbe,0x07,0xc2,0xd4,0xd9,0xde,0x03,0xd3,0x98,0x5d,0x66,0x4f,0xef,0x4d, 52 0x7b,0xdf,0xc7,0xaf,0xdf,0x47,0xee,0xed,0x00,0xbc,0x2b,0xbd,0x77,0xb1,0xff,0x48, 53 0x47,0xdb,0xb2,0xfe,0x02,0x8b,0x26,0x6a,0x3a,0x94,0x06,0x00,0x00 54}; 55 56// Generated from: 57// 58// #version 450 core 59// 60// #extension GL_EXT_samplerless_texture_functions : require 61// 62// #extension GL_ARB_shader_stencil_export : require 63// 64// layout(push_constant)uniform PushConstants { 65// 66// ivec2 offset; 67// vec2 stretch; 68// vec2 invSrcExtent; 69// int srcLayer; 70// int samples; 71// float invSamples; 72// 73// int outputMask; 74// 75// bool flipX; 76// bool flipY; 77// bool rotateXY; 78// } params; 79// 80// layout(set = 0, binding = 1)uniform utexture2DMS stencil; 81// 82// void main() 83// { 84// 85// ivec2 srcImageCoords = ivec2(gl_FragCoord . xy); 86// 87// srcImageCoords -= params . offset; 88// 89// if(params . flipX) 90// srcImageCoords . x = - srcImageCoords . x; 91// if(params . flipY) 92// srcImageCoords . y = - srcImageCoords . y; 93// if(params . rotateXY) 94// srcImageCoords . xy = srcImageCoords . yx; 95// 96// gl_FragStencilRefARB = int(texelFetch(stencil, srcImageCoords, 0). x); 97// 98// } 99