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.00000023.inc: 9// Pre-generated shader for the ANGLE Vulkan back-end. 10 11#pragma once 12constexpr uint8_t kImageClear_frag_00000023[] = { 13 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x51,0x4d,0x4f,0xc2,0x40, 14 0x14,0x1c,0xba,0xd0,0xd2,0x16,0xa1,0xda,0x0f,0xf1,0x42,0x30,0x1c,0x4d,0x88,0x07, 15 0x21,0x26,0x46,0x13,0x4f,0x7a,0xe0,0xe6,0x2f,0x20,0xe1,0xc2,0x41,0x2f,0xf2,0xe3, 16 0xbd,0x98,0x38,0xb3,0x1d,0x13,0x36,0x79,0xfb,0xf6,0xcd,0xce,0xbc,0x37,0xdd,0x86, 17 0x64,0x95,0x01,0x03,0x14,0x18,0xe3,0x06,0xfd,0xba,0x44,0x42,0x04,0x28,0x91,0xc6, 18 0xfc,0xb6,0xfb,0xd8,0xad,0xbf,0x4f,0x87,0xf5,0xc3,0xe6,0x5e,0xf7,0x53,0x84,0xc8, 19 0xd3,0xdd,0x0c,0x19,0x86,0xcc,0x8a,0xcf,0xfd,0xf1,0x4b,0x78,0xce,0x68,0x18,0x15, 20 0x79,0xc2,0xb3,0xb3,0xf3,0x44,0xfd,0x78,0x12,0x67,0xe1,0x1e,0xef,0x18,0x71,0x56, 21 0xbf,0x56,0xce,0xff,0xd8,0xc0,0x58,0x15,0x75,0x21,0x62,0x89,0x7b,0x34,0xd1,0x23, 22 0xd0,0x31,0x6a,0xa2,0xc2,0x6f,0xc9,0x09,0xe6,0xb4,0xe4,0xa4,0xcc,0x4b,0xf7,0xbc, 23 0x66,0x2d,0x2f,0xa9,0xfd,0x2e,0xb9,0x8f,0x99,0x83,0x3d,0x3e,0xb9,0xce,0x8d,0x75, 24 0xdc,0x0b,0xeb,0x17,0xbc,0x2b,0xcd,0x2b,0xac,0x9d,0x98,0x5b,0x5a,0xab,0xfa,0xc2, 25 0x98,0x66,0x4f,0xad,0xd5,0x37,0xdc,0xb9,0x9e,0xd9,0x8b,0xf4,0x95,0xb9,0x99,0xeb, 26 0xda,0x73,0x0b,0xf7,0xab,0xfd,0x8e,0xe1,0x4c,0xdf,0xba,0x9f,0xf8,0x9d,0xf5,0xe2, 27 0x6f,0xf9,0x5e,0x89,0xbf,0x0b,0xd6,0xfc,0x10,0x19,0x31,0xbf,0x72,0xaf,0xe2,0x7f, 28 0xed,0xfd,0xc9,0xc3,0xb3,0xdf,0xe2,0xca,0xf8,0x0b,0x15,0xb9,0x6b,0xf1,0xbb,0xf8, 29 0x5e,0x3d,0xbf,0x35,0x5f,0x73,0xe6,0xc6,0xc5,0x6f,0x5c,0xff,0xd2,0xd1,0x23,0xe3, 30 0x0f,0x72,0xc0,0xb2,0xab,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 = 1)out uvec4 colorOut; 43// 44// void main() 45// { 46// colorOut = params . clearColor; 47// 48// gl_FragDepth = params . clearDepth; 49// 50// } 51