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.0000002D.inc: 9// Pre-generated shader for the ANGLE Vulkan back-end. 10 11#pragma once 12constexpr uint8_t kImageClear_frag_0000002D[] = { 13 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x91,0xbd,0x4e,0xc3,0x40, 14 0x10,0x84,0x27,0x3e,0x27,0x87,0xed,0x90,0x98,0xf8,0x07,0x68,0x22,0x50,0x4a,0xa4, 15 0x28,0x05,0x20,0x24,0x14,0xa4,0x54,0xa1,0x48,0xc7,0x13,0x20,0xd1,0x50,0x40,0x03, 16 0x0f,0x4f,0x83,0xc4,0xcc,0x79,0x90,0x62,0x69,0x7d,0xde,0xb9,0x6f,0x76,0xf7,0xce, 17 0x21,0x5b,0x45,0x60,0x84,0x12,0x27,0xb8,0xc4,0xf0,0x9c,0x21,0xa3,0x02,0x54,0x98, 18 0xa4,0x75,0x7f,0x78,0x39,0xac,0xbf,0xbe,0xdf,0xd6,0xb7,0x77,0x1b,0xed,0xcf,0x10, 19 0x12,0xa7,0xbd,0x39,0x22,0x72,0xae,0x8a,0x8f,0xd7,0xf7,0x4f,0xe9,0x05,0xa3,0x65, 20 0xd4,0xe4,0xa4,0xc7,0xa3,0xef,0xa9,0xea,0xf1,0x4b,0xcc,0x92,0x31,0x61,0x3c,0x63, 21 0xcc,0x5e,0xc3,0xb3,0xf2,0xfa,0xaf,0x8d,0xac,0xd5,0xc9,0x17,0x92,0x96,0xb9,0x46, 22 0x9b,0x66,0x04,0x7a,0x46,0x43,0x55,0xfa,0x35,0x99,0x60,0xa6,0x23,0xa3,0xfa,0x57, 23 0xae,0x79,0xce,0x3c,0xba,0x67,0x9e,0xf4,0x9c,0xa7,0x46,0xe2,0xa5,0x3f,0x3a,0x2f, 24 0xac,0xf5,0x7c,0x97,0xf6,0x2f,0xb9,0x57,0x99,0x2b,0xed,0x9d,0x9a,0xad,0xec,0x55, 25 0x7e,0x6a,0x4d,0xbd,0x67,0xf6,0xea,0x0c,0x37,0xce,0xe7,0x9e,0x45,0xfe,0xda,0x6c, 26 0x74,0xde,0xb8,0x6f,0xe9,0x7a,0x8d,0xef,0x31,0x1c,0xf9,0x3b,0xd7,0x13,0xdf,0xdb, 27 0x2f,0xfe,0x9e,0xf7,0x95,0xf9,0x5c,0xb0,0xe7,0x87,0xca,0x98,0xeb,0x8e,0xef,0x3a, 28 0xfd,0xd7,0x61,0x3e,0xcd,0xb0,0xf5,0x5d,0x2c,0xac,0x3f,0xd1,0x51,0x38,0x17,0xdf, 29 0xa7,0xfb,0x1a,0xf8,0xce,0xbc,0xfa,0x5c,0x58,0x17,0xdf,0x3a,0xff,0xe5,0x44,0x0f, 30 0x8c,0x3f,0x18,0x2f,0x52,0xd4,0x4c,0x02,0x00,0x00 31}; 32 33// Generated from: 34// 35// #version 450 core 36// 37// layout(push_constant)uniform PushConstants { 38// uvec4 clearColor; 39// float clearDepth; 40// } params; 41// 42// layout(location = 6)out uvec4 colorOut; 43// 44// void main() 45// { 46// colorOut = params . clearColor; 47// 48// gl_FragDepth = params . clearDepth; 49// 50// } 51