// 7.12.3226 #pragma once const uint32_t kBlitResolve_frag_0000000F[] = { 0x07230203,0x00010000,0x00080007,0x00000046,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x0000000d,0x00000036,0x00030010, 0x00000004,0x00000007,0x00030010,0x00000004,0x0000000c,0x00030003,0x00000002,0x000001c2, 0x000b0004,0x455f4c47,0x735f5458,0x6c706d61,0x656c7265,0x745f7373,0x75747865,0x665f6572, 0x74636e75,0x736e6f69,0x00000000,0x00040005,0x00000004,0x6e69616d,0x00000000,0x00060005, 0x00000009,0x49637273,0x6567616d,0x726f6f43,0x00007364,0x00060005,0x0000000d,0x465f6c67, 0x43676172,0x64726f6f,0x00000000,0x00060005,0x00000013,0x68737550,0x736e6f43,0x746e6174, 0x00000073,0x00050006,0x00000013,0x00000000,0x7366666f,0x00007465,0x00050006,0x00000013, 0x00000001,0x65727473,0x00686374,0x00070006,0x00000013,0x00000002,0x53766e69,0x78456372, 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#version 450 core // // #extension GL_EXT_samplerless_texture_functions : require // // layout(push_constant)uniform PushConstants { // // ivec2 offset; // vec2 stretch; // vec2 invSrcExtent; // int srcLayer; // int samples; // float invSamples; // // int outputMask; // // bool flipX; // bool flipY; // } params; // // layout(set = 0, binding = 0)uniform texture2DMSArray depth; // // void main() // { // // ivec2 srcImageCoords = ivec2(gl_FragCoord . xy); // // srcImageCoords -= params . offset; // // if(params . flipX) // srcImageCoords . x = - srcImageCoords . x; // if(params . flipY) // srcImageCoords . y = - srcImageCoords . y; // // gl_FragDepth = texelFetch(depth, ivec3(srcImageCoords, params . srcLayer), 0). x; // // }