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.0000002F.inc: 9// Pre-generated shader for the ANGLE Vulkan back-end. 10 11#pragma once 12constexpr uint8_t kImageClear_frag_0000002F[] = { 13 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x51,0x4d,0x4f,0xc2,0x50, 14 0x10,0x1c,0xfa,0xa0,0xa5,0x2d,0x42,0xb5,0x1f,0xe2,0x85,0x60,0x38,0x9a,0x10,0x0f, 15 0x42,0x4c,0x8c,0x26,0x9e,0xf4,0xc0,0xcd,0x5f,0x40,0xc2,0x85,0x83,0x5e,0xe4,0xc7, 16 0x7b,0x31,0x71,0xe6,0x75,0x4c,0x78,0xc9,0xbe,0x7d,0x3b,0x3b,0xb3,0xbb,0xdd,0x86, 17 0x64,0x95,0x01,0x03,0x14,0x18,0xe3,0x06,0xfd,0xb9,0x44,0x42,0x04,0x28,0x91,0x46, 18 0xff,0xb6,0xfb,0xd8,0xad,0xbf,0x4f,0x87,0xf5,0xc3,0xe6,0x5e,0xf9,0x29,0x42,0xe4, 19 0x29,0x37,0x43,0x86,0x21,0xbd,0xec,0x73,0x7f,0xfc,0x12,0x9e,0xd3,0x1a,0x5a,0x45, 20 0x9e,0xf0,0xec,0xec,0x3d,0x51,0x3d,0xbe,0xc4,0x59,0x38,0xf7,0x8e,0x11,0x7b,0xf5, 21 0x67,0x65,0xff,0x8f,0x0d,0x8c,0x55,0x51,0x17,0x22,0x96,0xb8,0x46,0x13,0x67,0x04, 22 0x3a,0x5a,0x4d,0x54,0xf8,0x2d,0x39,0xc1,0x9c,0x96,0x9c,0x94,0x7e,0xe9,0x9a,0xd7, 23 0x8c,0xd5,0x2f,0xf5,0xbc,0x4b,0xde,0x63,0xfa,0xe0,0x39,0x9e,0x1c,0xe7,0xc6,0x3a, 24 0xde,0x85,0xf5,0x0b,0xe6,0x4a,0xf3,0x0a,0x6b,0x27,0xe6,0x96,0xd6,0x2a,0xbe,0x30, 25 0xa6,0xde,0x53,0x6b,0xf5,0x0d,0x77,0x8e,0x67,0x9e,0x45,0xfa,0xca,0xdc,0xcc,0x71, 26 0xed,0xbe,0x85,0xeb,0xd5,0xde,0x63,0x38,0xd3,0xb7,0xae,0x27,0x7e,0x67,0xbd,0xf8, 27 0x5b,0xee,0x2b,0xf1,0x77,0xc1,0x9a,0x1f,0x22,0x23,0xfa,0x57,0xde,0x55,0xfc,0xaf, 28 0xfd,0x7c,0x9a,0xe1,0xd9,0xbb,0xb8,0x32,0xfe,0x42,0x45,0xee,0x58,0xfc,0x2e,0xee, 29 0xab,0xe7,0xb7,0xe6,0xab,0xcf,0xdc,0xb8,0xf8,0x8d,0xe3,0x5f,0x4e,0xf4,0x48,0xfb, 30 0x03,0xfb,0x0e,0x2f,0x09,0x4c,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 = 7)out uvec4 colorOut; 43// 44// void main() 45// { 46// colorOut = params . clearColor; 47// 48// gl_FragDepth = params . clearDepth; 49// 50// } 51