blob: 1b79183ea29dff18a71aeb7e7127d509b94a2151 [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.0000000F.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_0000000F[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x90,0x3d,0x4b,0x03,0x41,
0x10,0x86,0x27,0xbb,0x66,0x2f,0xf7,0x61,0x2e,0xc9,0x79,0xd1,0x2a,0x44,0x52,0x0a,
0xc1,0x42,0x25,0x10,0x14,0xac,0xb4,0x48,0xe7,0x2f,0x10,0x6c,0x2c,0xb4,0xd1,0x1f,
0x6f,0x23,0xf8,0xce,0xde,0x23,0x64,0x61,0x76,0x66,0xde,0x79,0xe7,0x33,0x86,0x4d,
0x61,0x36,0xb2,0xca,0x26,0x76,0x61,0xc3,0x9b,0x5b,0x10,0x62,0x56,0x5b,0xca,0xfa,
0xe9,0xf0,0x72,0xd8,0x7e,0x7d,0xbf,0x6d,0x6f,0x6e,0xaf,0x3d,0x3e,0xb5,0x98,0x79,
0x1e,0x6b,0xad,0xb0,0x13,0x69,0x97,0x8f,0xd7,0xf7,0x4f,0xc7,0x4b,0x49,0x27,0x99,
0x89,0xe7,0x78,0x71,0x64,0x37,0x5e,0x4f,0x96,0x73,0x56,0xc4,0x9e,0x6d,0xac,0xfe,
0xc3,0xdb,0xa0,0xff,0xb1,0x11,0xd8,0x2c,0xe7,0xc5,0x8c,0x05,0x6a,0x74,0x79,0x46,
0xb3,0x65,0xee,0x17,0x32,0x7e,0x29,0x4e,0x84,0xb3,0x94,0x95,0xa4,0xd7,0x92,0x73,
0xf1,0xbd,0x57,0x62,0xd6,0xb5,0xfe,0x89,0x74,0x64,0x86,0x3d,0x7e,0x09,0xb6,0x92,
0x5f,0x11,0x4b,0xf0,0x6b,0xe2,0x15,0xfc,0x9a,0x7d,0x1c,0xeb,0xe5,0x9f,0xd2,0xcb,
0x67,0xbe,0xc2,0x9f,0xb2,0x8f,0xe7,0xb7,0x70,0x0b,0xfc,0x05,0xbd,0x12,0xf5,0x16,
0xdc,0x2d,0x1e,0xe5,0x9f,0x51,0xcf,0xf9,0x3d,0xf9,0xce,0xbf,0xd3,0x7d,0x02,0xbb,
0x18,0x39,0x3f,0x42,0xc6,0xd2,0x8f,0xfa,0x5b,0x6e,0xd6,0x30,0xc3,0x3d,0xfb,0xcf,
0xc1,0x1f,0x94,0x51,0xe2,0x3b,0xbf,0xe7,0x8e,0x0d,0x3d,0x9d,0x9f,0xf2,0xdd,0x06,
0xdc,0xf9,0x1d,0xfe,0xaf,0x26,0xda,0x49,0xfe,0x00,0x2c,0x89,0x28,0xc7,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// vec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 7)out vec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }