1// GENERATED FILE - DO NOT EDIT. 2// Generated by gen_vk_internal_shaders.py. 3// 4// Copyright 2018 The ANGLE Project Authors. All rights reserved. 5// Use of this source code is governed by a BSD-style license that can be 6// found in the LICENSE file. 7// 8// shaders/gen/ImageClear.frag.00000001.inc: 9// Pre-generated shader for the ANGLE Vulkan back-end. 10 11#pragma once 12constexpr uint8_t kImageClear_frag_00000001[] = { 13 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x5d,0x50,0x3d,0x6b,0x02,0x41, 14 0x10,0x7d,0xee,0xea,0x9e,0xf7,0xa1,0xa7,0x5e,0xee,0x92,0x4a,0x14,0xcb,0x80,0xa4, 15 0x88,0x22,0x48,0x02,0xa9,0x92,0xe2,0x3a,0x7f,0x81,0x60,0x63,0x61,0x1a,0xfd,0xf1, 16 0x69,0x02,0x79,0xb3,0xf7,0x0a,0xc9,0xc2,0xec,0xcc,0xbc,0x79,0xf3,0xe9,0xdd,0x2a, 17 0x01,0x7a,0xc8,0x30,0xc4,0x13,0xba,0x37,0x85,0x23,0x02,0xe4,0x08,0x51,0x7f,0xb6, 18 0x87,0x76,0x7d,0xbd,0x9d,0xd6,0xaf,0x9b,0x17,0x8b,0x8f,0xe1,0x23,0xcf,0x62,0x25, 19 0x12,0xf4,0xa9,0x4d,0x2e,0xc7,0xf3,0xb7,0xe1,0x29,0xa5,0xa2,0x4c,0xc8,0x33,0x3c, 20 0xb9,0xb3,0x0b,0xab,0x47,0xcb,0x38,0x73,0xf5,0xfb,0xc2,0x80,0xfd,0xbb,0xb7,0xfa, 21 0x87,0xf5,0x84,0x4d,0x62,0x9e,0x8f,0x98,0x53,0x8d,0x2a,0xce,0x08,0x34,0xb1,0x9f, 22 0x8b,0xf8,0x92,0x1c,0x2f,0x4e,0x43,0x2b,0x50,0x2f,0x28,0x8f,0xe4,0xdb,0x1c,0x41, 23 0xb3,0x2e,0xf8,0x0f,0xa9,0xbd,0xe6,0xdb,0xcb,0x4f,0x85,0xcd,0xe9,0x67,0x8a,0x05, 24 0xf1,0x73,0xc5,0x33,0xf1,0x73,0xed,0x63,0x58,0x4d,0x7f,0xa4,0x5e,0x36,0xf3,0xb3, 25 0xfc,0xb1,0xf6,0xb1,0xfc,0x52,0xdc,0x44,0xfe,0x4c,0xbd,0x82,0xea,0xcd,0x74,0x37, 26 0x7f,0x97,0xff,0xa0,0x7a,0xc6,0xaf,0x95,0x6f,0xfc,0x2d,0xef,0xe3,0xb4,0x0b,0x94, 27 0xf3,0x43,0x64,0x40,0xfd,0xc1,0xbf,0xd4,0xcd,0x0a,0xcd,0xf0,0xa6,0xfd,0xa7,0xc2, 28 0xdf,0x99,0x91,0xca,0x37,0x7e,0xad,0x3b,0x16,0xea,0x69,0xfc,0x10,0xef,0xd6,0xe1, 29 0xc6,0xaf,0xe4,0xff,0x72,0xa2,0x1d,0xe5,0x0f,0x2b,0xe0,0x64,0x40,0x3c,0x02,0x00, 30 0x00 31}; 32 33// Generated from: 34// 35// #version 450 core 36// 37// layout(push_constant)uniform PushConstants { 38// vec4 clearColor; 39// float clearDepth; 40// } params; 41// 42// layout(location = 0)out vec4 colorOut; 43// 44// void main() 45// { 46// colorOut = params . clearColor; 47// 48// gl_FragDepth = params . clearDepth; 49// 50// } 51