blob: b7445c51609e44be44ca313b28f4eb52ea3d1f45 [file] [log] [blame]
// GENERATED FILE - DO NOT EDIT.
// Generated by gen_vk_internal_shaders.py.
//
// Copyright 2020 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.00000005.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_00000005[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x50,0x3d,0x6b,0x02,0x41,
0x10,0x7d,0xee,0xea,0x9e,0xf7,0xa1,0xa7,0x5e,0xee,0x92,0x4a,0x14,0xcb,0x80,0xa4,
0x88,0x22,0x48,0x02,0xa9,0x92,0xe2,0x3a,0x7f,0x81,0x60,0x63,0x61,0x1a,0xfd,0xf1,
0x69,0x02,0x79,0xb3,0xf7,0x02,0x2e,0xcc,0xce,0xcc,0x9b,0x37,0x9f,0xde,0xad,0x12,
0xa0,0x87,0x0c,0x43,0x3c,0xa1,0x7b,0x53,0x38,0x22,0x40,0x8e,0x10,0xf5,0x67,0x7b,
0x68,0xd7,0xd7,0xdb,0x69,0xfd,0xba,0x79,0xb1,0xf8,0x18,0x3e,0xf2,0x2c,0x56,0x22,
0x41,0x9f,0xda,0xe4,0x72,0x3c,0x7f,0x1b,0x9e,0x52,0x2a,0xca,0x84,0x3c,0xc3,0x93,
0x3b,0xbb,0xb0,0x7a,0xb4,0x8c,0x33,0xa7,0x38,0xca,0x17,0x06,0xec,0xdf,0xbd,0x95,
0xf4,0x3f,0xd6,0x13,0x36,0x89,0x79,0x3e,0x62,0x4e,0x35,0xaa,0x38,0x23,0xd0,0xc4,
0x7e,0x2e,0xe2,0x4b,0x72,0xbc,0x38,0x0d,0xad,0x40,0xbd,0xa0,0x3c,0x92,0x6f,0x73,
0x04,0xcd,0xba,0xe0,0x3f,0xa4,0xf6,0x9a,0x6f,0x2f,0x3f,0x15,0x36,0xa7,0x9f,0x29,
0x16,0xc4,0xcf,0x15,0xcf,0xc4,0xcf,0xb5,0x8f,0x61,0x35,0xfd,0x91,0x7a,0xd9,0xcc,
0xcf,0xf2,0xc7,0xda,0xc7,0xf2,0x4b,0x71,0x13,0xf9,0x33,0xf5,0x0a,0xaa,0x37,0xd3,
0xdd,0xfc,0x5d,0xfe,0x83,0xea,0x19,0xbf,0x56,0xbe,0xf1,0xb7,0xbc,0x8f,0xd3,0x2e,
0x50,0xce,0x0f,0x91,0x01,0xf5,0x07,0xff,0x52,0x37,0x2b,0x34,0xc3,0x9b,0xf6,0x9f,
0x0a,0x7f,0x67,0x46,0x2a,0xdf,0xf8,0xb5,0xee,0x58,0xa8,0xa7,0xf1,0x43,0xbc,0x5b,
0x87,0x1b,0xbf,0x92,0xff,0xcb,0x89,0x76,0x94,0x3f,0x04,0xc8,0xd1,0xe0,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// vec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 2)out vec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }