blob: 80298030770e8bdacd752230b892505e2d2d7c3a [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.00000019.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_00000019[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x90,0x31,0x4f,0xc3,0x40,
0x0c,0x85,0xdd,0x3b,0x9a,0x34,0x97,0xa6,0x69,0x1b,0x52,0x98,0xaa,0xa2,0x8e,0x48,
0x55,0x07,0x40,0x48,0x08,0x24,0x26,0x18,0xba,0xf1,0x0b,0x90,0x58,0x18,0x60,0x81,
0x1f,0xcf,0x82,0xc4,0xf3,0xe5,0x43,0xea,0x49,0x3e,0x9f,0x9f,0xdf,0xb3,0x7d,0x8e,
0x61,0x5b,0x9a,0x8d,0x2c,0xd9,0xc4,0xce,0x6d,0x38,0x0b,0x0b,0x42,0xcc,0x6a,0x2b,
0xb2,0x7f,0x3a,0xbc,0x1c,0x76,0x5f,0xdf,0x6f,0xbb,0xab,0xeb,0xbd,0xe7,0x67,0x16,
0x33,0xcf,0x73,0xad,0x95,0x76,0x22,0xef,0xf6,0xf1,0xfa,0xfe,0xe9,0x78,0x25,0xeb,
0x64,0x73,0xf1,0x1c,0x2f,0x8f,0xde,0x53,0xaf,0xa7,0x97,0x73,0xd6,0xe8,0x9e,0x6d,
0xac,0x5e,0xc3,0xd9,0xe2,0xff,0xb1,0x11,0xd8,0x3c,0xeb,0x62,0xc6,0x02,0x35,0xba,
0x3c,0xa3,0xd9,0x2a,0xf7,0x0b,0x19,0xbf,0x10,0x27,0xc2,0xe9,0xc5,0x29,0xe4,0x37,
0xd4,0x39,0x53,0xec,0xb3,0x14,0xf4,0xdd,0xe8,0x9e,0xc8,0x47,0x66,0xbc,0x23,0xae,
0xc0,0x56,0xba,0x13,0xfa,0xb5,0x72,0x35,0xbc,0x84,0x76,0x0a,0xb7,0x46,0xeb,0x71,
0x03,0x76,0x49,0xef,0x19,0xff,0x71,0x7e,0x4b,0xae,0x24,0x5e,0xd2,0x27,0xa1,0x5f,
0xb2,0xb7,0x78,0xa4,0x3f,0x65,0x76,0xe7,0xf7,0xe8,0x9d,0x7f,0xa3,0xfd,0x04,0xfe,
0x61,0x68,0x7e,0x84,0x8c,0xe5,0x1f,0x75,0xb7,0xec,0xac,0x61,0x86,0x7b,0xfe,0xbe,
0x00,0x7f,0x90,0xa2,0x22,0x76,0x7e,0xcf,0x1e,0x1b,0x7a,0x3a,0x3f,0xe5,0x9d,0x0d,
0xb8,0xf3,0x3b,0xe2,0x5f,0x4d,0x74,0x2b,0xfb,0x03,0x37,0xb3,0xa0,0xce,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// ivec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 4)out ivec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }