blob: 2d88de77f6455418120a1a8168e5e4ad465ad16e [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.0000001D.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kImageClear_frag_0000001D[] = {
0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x50,0xb1,0x4e,0x02,0x41,
0x10,0x7d,0xec,0x1e,0xac,0xb7,0xc7,0x71,0xc0,0x79,0x68,0x45,0x34,0x94,0x26,0xc4,
0x42,0x08,0x09,0xd1,0xc4,0x0a,0x0a,0x3a,0xbf,0xc0,0xc4,0xc6,0x42,0x1b,0xfd,0x78,
0x1b,0x13,0xdf,0xcc,0x3d,0x13,0x36,0x99,0x9d,0x9d,0x37,0xef,0xcd,0xcc,0x4e,0x0c,
0xab,0x04,0x0c,0x90,0x71,0x81,0x6b,0xf4,0x67,0x86,0x40,0x04,0xa8,0x30,0x72,0x7f,
0x38,0xbd,0x9c,0xd6,0x5f,0xdf,0x6f,0xeb,0x87,0xcd,0xbd,0xe5,0x27,0x88,0xce,0xb3,
0x5c,0x83,0x84,0x82,0xde,0xec,0xe3,0xf5,0xfd,0xd3,0xf0,0x92,0xd6,0xd2,0xa6,0xe4,
0x19,0x9e,0xce,0xde,0x63,0xab,0xc7,0x97,0x71,0x96,0xb4,0x11,0xed,0x88,0x21,0x7b,
0xf5,0x67,0x25,0xff,0x8f,0x0d,0x84,0x4d,0x5d,0x17,0x1d,0x0b,0xaa,0xd1,0xfa,0x8c,
0xc0,0xc2,0xfb,0x05,0xc7,0x6f,0xc9,0x89,0xe2,0x74,0xe4,0x58,0xfd,0x1b,0xd5,0xb9,
0x62,0x9c,0xd4,0xb3,0x70,0xbc,0xe0,0xaf,0xe1,0x7c,0xc3,0xf7,0x8a,0x4b,0x61,0x0b,
0xde,0x59,0xfa,0x25,0x73,0x95,0x78,0x59,0xda,0xb1,0xb8,0x95,0xb4,0x16,0xd7,0xc2,
0xee,0xd4,0x7b,0xa2,0xff,0x18,0xbf,0x51,0x2e,0x29,0x9e,0xab,0x4f,0x96,0x7e,0xae,
0xbd,0xc5,0x33,0xfd,0xa5,0x66,0x37,0x7e,0x27,0xbd,0xf1,0xb7,0xdc,0x4f,0xd0,0x3f,
0x20,0xcd,0x0f,0x91,0x21,0xfd,0x33,0xef,0x46,0x3b,0xab,0x35,0xc3,0xa3,0xfe,0x3e,
0x13,0xfe,0x44,0x45,0xa9,0xd8,0xf8,0x9d,0xf6,0x58,0xab,0xa7,0xf1,0xb3,0xef,0xac,
0xc7,0x8d,0xdf,0x2a,0xfe,0xe5,0x44,0x3b,0xda,0x1f,0x18,0x9b,0x15,0x6e,0x3c,0x02,
0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
// ivec4 clearColor;
// float clearDepth;
// } params;
//
// layout(location = 6)out ivec4 colorOut;
//
// void main()
// {
// colorOut = params . clearColor;
//
// gl_FragDepth = params . clearDepth;
//
// }