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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.00000025.inc:
9//   Pre-generated shader for the ANGLE Vulkan back-end.
10
11#pragma once
12constexpr uint8_t kImageClear_frag_00000025[] = {
13    0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x51,0x4d,0x4b,0xc3,0x40,
14    0x14,0x9c,0xee,0xda,0xa4,0x49,0x6a,0x1b,0xcd,0x87,0x7a,0x29,0x95,0x1e,0x85,0xe2,
15    0x41,0x45,0x28,0x15,0x7a,0xaa,0x87,0xde,0xfc,0x05,0x82,0x17,0x0f,0x7a,0xd1,0x1f,
16    0xef,0x45,0x70,0x66,0x33,0x42,0x17,0xde,0xbe,0x7d,0xb3,0x33,0xef,0x4d,0x36,0x31,
17    0xac,0x72,0x60,0x84,0x12,0x13,0x5c,0x61,0x58,0x67,0x08,0x44,0x80,0x0a,0x59,0xca,
18    0xfb,0xc3,0xcb,0x61,0xfd,0xf5,0xfd,0xb6,0xbe,0xbb,0xbf,0xd5,0xfd,0x0c,0x31,0xf1,
19    0x74,0x37,0x47,0x8e,0x13,0x66,0xc5,0xc7,0xeb,0xfb,0xa7,0xf0,0x82,0xd1,0x32,0x6a,
20    0xf2,0x84,0xe7,0x47,0xe7,0xa9,0xfa,0xf1,0x24,0xce,0x82,0x11,0x18,0xcf,0x18,0x73,
21    0xd6,0xb0,0x56,0xce,0xff,0xd8,0xc8,0x58,0x9d,0x74,0x31,0x61,0xc1,0x3d,0xda,0xe4,
22    0x11,0xe8,0x19,0x0d,0x51,0xe1,0xd7,0xe4,0x44,0x73,0x3a,0x72,0x32,0xe6,0xa5,0x7b,
23    0x5e,0xb0,0x96,0x97,0xcc,0x7e,0x97,0xdc,0x27,0xcc,0xd1,0x1e,0x37,0xae,0x0b,0x63,
24    0x3d,0xf7,0xd2,0xfa,0x05,0xef,0x2a,0xf3,0x4a,0x6b,0xa7,0xe6,0x56,0xd6,0xaa,0x3e,
25    0x35,0xa6,0xd9,0x33,0x6b,0xf5,0x0d,0x37,0xae,0xe7,0xf6,0x22,0x7d,0x6d,0x6e,0xee,
26    0xba,0xf1,0xdc,0xd2,0xfd,0x1a,0xbf,0x63,0x3c,0xd2,0x77,0xee,0x27,0x7e,0x6f,0xbd,
27    0xf8,0x0f,0x7c,0xaf,0xe0,0xef,0x82,0x35,0x3f,0x44,0xc6,0xcc,0x3b,0xee,0x75,0xfa,
28    0xaf,0x83,0x3f,0x79,0xd8,0xfa,0x2d,0xce,0x8d,0x3f,0x51,0x51,0xb8,0x16,0xbf,0x4f,
29    0xef,0x35,0xf0,0x3b,0xf3,0x35,0xe7,0xd2,0xb8,0xf8,0xad,0xeb,0x5f,0x3a,0x7a,0x64,
30    0xfc,0x01,0x16,0xa4,0x44,0x17,0x4c,0x02,0x00,0x00
31};
32
33// Generated from:
34//
35// #version 450 core
36//
37// layout(push_constant)uniform PushConstants {
38//        uvec4 clearColor;
39//     float clearDepth;
40// } params;
41//
42// layout(location = 2)out uvec4 colorOut;
43//
44// void main()
45// {
46//     colorOut = params . clearColor;
47//
48//     gl_FragDepth = params . clearDepth;
49//
50// }
51