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/ImageClear.frag.0000000D.inc: 9// Pre-generated shader for the ANGLE Vulkan back-end. 10 11#pragma once 12constexpr uint8_t kImageClear_frag_0000000D[] = { 13 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x50,0x3d,0x4b,0x03,0x51, 14 0x10,0x9c,0xbc,0x77,0x79,0x2f,0xf7,0x61,0x2e,0xc9,0x79,0xd1,0x2a,0x28,0x29,0x85, 15 0x90,0x42,0x45,0x10,0x03,0x56,0x5a,0xa4,0xcb,0x2f,0x08,0xd8,0x58,0x68,0xa3,0x3f, 16 0xde,0x46,0x70,0x76,0x6f,0x84,0x1c,0xec,0xed,0x9b,0xd9,0xd9,0xcf,0x18,0xd6,0x19, 17 0x18,0xa1,0xc2,0x04,0x97,0x18,0xbe,0x39,0x02,0x19,0xa0,0x46,0x72,0xff,0xb2,0x3f, 18 0xec,0x37,0x5f,0xdf,0x6f,0x9b,0xdb,0xbb,0xad,0xc5,0xa7,0x88,0xae,0xb3,0x58,0x8b, 19 0x8c,0x82,0xde,0xec,0xe3,0xf8,0xfe,0x69,0x7c,0x49,0xeb,0x68,0x33,0xea,0x8c,0xcf, 20 0x27,0xef,0xc6,0xea,0xf1,0x65,0x9a,0x15,0x2d,0xd1,0x5e,0x31,0x66,0xff,0xe1,0x5b, 21 0xcb,0xff,0x73,0x23,0x71,0x33,0xcf,0x8b,0xce,0x05,0xd5,0xe8,0x7c,0x46,0x60,0xe9, 22 0xfd,0x82,0xf3,0xd7,0xd4,0x44,0x69,0x96,0x7c,0x59,0xfd,0x2b,0xda,0x05,0xf5,0x59, 23 0xfd,0x0a,0xe7,0x0a,0x6e,0x0c,0xd7,0x1a,0xff,0x28,0x5c,0x8a,0x5b,0x11,0x57,0x8a, 24 0x25,0xe9,0x6b,0xc5,0x2b,0xe9,0x6b,0xed,0x63,0x5c,0x4f,0x7c,0xa6,0x5e,0x36,0xf3, 25 0x8d,0xf0,0x54,0xfb,0x58,0x7e,0x2b,0x6d,0x16,0x5e,0xa8,0x57,0x52,0xbd,0x85,0xee, 26 0x16,0x4f,0xf2,0xcf,0x55,0xcf,0xf4,0xbd,0xf2,0x4d,0x7f,0xcf,0xfb,0x04,0xed,0x02, 27 0xe5,0xfc,0x90,0x19,0xd3,0x3f,0xf3,0xdf,0xea,0x66,0x8d,0x66,0x78,0xd2,0xfe,0x73, 28 0xf1,0x3b,0x66,0x94,0xc2,0xa6,0xef,0x75,0xc7,0x46,0x3d,0x4d,0x9f,0xfc,0x6e,0x03, 29 0x6f,0xfa,0x4e,0xf8,0x97,0x13,0x3d,0xd0,0xfe,0x00,0x1b,0x9e,0xca,0x7a,0x3c,0x02, 30 0x00,0x00 31}; 32 33// Generated from: 34// 35// #version 450 core 36// 37// layout(push_constant)uniform PushConstants { 38// vec4 clearColor; 39// float clearDepth; 40// } params; 41// 42// layout(location = 6)out vec4 colorOut; 43// 44// void main() 45// { 46// colorOut = params . clearColor; 47// 48// gl_FragDepth = params . clearDepth; 49// 50// } 51