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/ImageCopy.frag.00000012.inc: 9// Pre-generated shader for the ANGLE Vulkan back-end. 10 11#pragma once 12constexpr uint8_t kImageCopy_frag_00000012[] = { 13 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x85,0x57,0x6d,0x68,0x95,0x65, 14 0x18,0x7e,0xef,0x73,0x76,0xb6,0x39,0xb7,0xa9,0xcc,0xcd,0x1c,0x26,0x36,0xcd,0x8c, 15 0x8d,0xb1,0x72,0x53,0x97,0x3a,0x5d,0xd2,0xa6,0xa4,0xae,0x6d,0x88,0x95,0xc2,0xb4, 16 0x24,0x34,0x72,0xc8,0x14,0x29,0xd3,0x15,0xf6,0x61,0x4a,0xa9,0xbf,0x2c,0x51,0x34, 17 0xfd,0x25,0x0e,0xa5,0x72,0x98,0xb4,0x26,0x84,0x41,0x20,0x22,0xe6,0xd4,0x44,0xe6, 18 0xa6,0x69,0x1f,0x9a,0x1f,0xbf,0xa2,0x2f,0xc2,0x9e,0xeb,0xbd,0xaf,0x9b,0xdd,0x9c, 19 0x92,0x84,0xc7,0xf7,0x3c,0xd7,0xfd,0x75,0xdd,0xd7,0x73,0x3f,0xef,0x39,0x4b,0x26, 20 0xc6,0x66,0x45,0x91,0x44,0x39,0x51,0x76,0x74,0x4d,0xa2,0xf8,0xdf,0xb0,0x28,0x11, 21 0xe1,0xe3,0xe0,0x28,0x33,0x7e,0xd6,0xcf,0x6d,0x9e,0x5b,0xbe,0x7a,0xcd,0xb2,0xf2, 22 0xca,0xaa,0x0a,0xd8,0xf3,0xa3,0x64,0xec,0x07,0xdb,0x90,0x28,0x2b,0xca,0x08,0x4f, 23 0xac,0x95,0x4b,0x57,0xb4,0x02,0x3f,0x17,0xd6,0xdd,0xb0,0x86,0x06,0x3f,0xe0,0xa1, 24 0x40,0x34,0x3b,0x4a,0x45,0x8f,0x69,0xfa,0x68,0x2c,0x9f,0x86,0x09,0xb1,0x6c,0x87, 25 0x25,0x88,0x0d,0x75,0x58,0x92,0xd8,0x70,0x87,0x65,0x10,0x7b,0xc0,0x61,0x29,0x62, 26 0xa3,0x1c,0x96,0x49,0x6c,0x8c,0xc3,0xb2,0x88,0x8d,0x73,0x58,0x36,0xb1,0x09,0x0e, 27 0x1b,0x44,0xac,0xcc,0x61,0x39,0xc4,0x2a,0x1c,0x36,0x98,0x58,0xa5,0xc3,0x72,0x89, 28 0x4d,0x71,0x58,0x1e,0xb1,0x69,0x0e,0xcb,0x27,0x36,0x13,0x7a,0x87,0x4e,0x4d,0x83, 29 0xfa,0xd0,0xe1,0x39,0xe6,0x1e,0xc2,0x7d,0x5f,0x78,0x96,0x50,0x43,0xdb,0x3f,0xe4, 30 0xf6,0xd0,0x7e,0x34,0xf7,0x05,0x21,0x4b,0x22,0xb6,0x27,0x63,0xfd,0xf0,0xb9,0x28, 31 0x7c,0xca,0xa4,0x16,0x85,0xc1,0x3f,0x97,0x9f,0x71,0x0e,0x23,0xc2,0x3e,0x8f,0xbc, 32 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0x45,0xb9,0x82,0x7b,0x0d,0xe7,0x06,0x35,0x60,0x5b,0x20,0x6a,0xc7,0xef,0xeb,0x95, 99 0xfc,0x3b,0x68,0xa1,0x28,0x6e,0xf3,0xf4,0x2c,0xe7,0x69,0x8f,0x9b,0xa7,0xe7,0x44, 100 0x71,0x9b,0xa7,0xe7,0x45,0x31,0x9b,0xa7,0x76,0x77,0xae,0xb0,0x2d,0x0a,0x6b,0x09, 101 0xb9,0x2d,0x71,0xb9,0x97,0x32,0xf7,0x41,0x97,0xfb,0x05,0x51,0xdc,0x72,0xbf,0x28, 102 0x8a,0x59,0xee,0x0d,0x2e,0x37,0x6c,0xcb,0xc2,0x5a,0xce,0xdc,0xcb,0xdd,0x77,0xff, 103 0x0a,0xe6,0x3e,0xea,0xbe,0x97,0x5f,0x16,0xc5,0xbf,0xe1,0xf7,0xfc,0x2b,0xa2,0x18, 104 0xbe,0xbb,0xad,0xde,0x4a,0x51,0xbc,0x9b,0xf5,0x56,0xb9,0x7a,0xb0,0xb5,0x86,0xb5, 105 0x8a,0xf5,0x5a,0xf9,0x5e,0x80,0x6e,0xa7,0xc8,0x71,0xa1,0xfb,0x6d,0x66,0x7e,0xab, 106 0x78,0x1e,0xf0,0xeb,0x13,0xf5,0x01,0xd7,0x53,0xcc,0x67,0x7c,0xda,0xc8,0xe7,0x84, 107 0xe3,0xb3,0x5a,0x14,0x37,0x3e,0x6b,0x1d,0x1f,0xd8,0xd6,0x84,0xb5,0x96,0x75,0xd6, 108 0x38,0x3e,0xa7,0xc9,0xa7,0xcf,0xbd,0xa7,0xcc,0x6f,0xad,0xe3,0xd3,0x2f,0xea,0x03, 109 0x8e,0xa7,0x99,0xcf,0xf8,0xbc,0x4a,0x3e,0x1b,0x1d,0x9f,0xd7,0x44,0x71,0xe3,0xb3, 110 0xde,0xf1,0x81,0x6d,0x5d,0x58,0xeb,0x59,0x67,0x9d,0xe3,0x73,0x46,0xf4,0xef,0xc6, 111 0x7e,0x19,0x98,0x57,0xf3,0x5b,0xef,0xf8,0x7c,0x2f,0xea,0x03,0x8e,0x67,0x98,0x0f, 112 0xbe,0x1b,0xe8,0xbb,0x8c,0xf7,0x0a,0xb3,0xf2,0x12,0xb5,0x44,0x3e,0xab,0x73,0x52, 113 0x06,0x70,0xfb,0xfd,0x69,0xb1,0x1b,0x5c,0x9d,0xab,0xa2,0xb5,0x50,0xfb,0x24,0xe7, 114 0x08,0xbe,0xed,0xf4,0x5d,0xc4,0x7b,0x07,0xdf,0x16,0xe6,0x5b,0xc8,0x7b,0x97,0xc5, 115 0xbb,0x6a,0x7d,0x58,0x4c,0xbb,0xcb,0x7f,0x45,0xb4,0x06,0x6a,0xb6,0xf0,0x0e,0xd4, 116 0x84,0x88,0xbb,0xb4,0xfd,0x1d,0xa6,0x64,0x4a,0x58,0xff,0x00,0xbd,0xa8,0x3e,0xa9, 117 0xc0,0x12,0x00,0x00 118}; 119 120// Generated from: 121// 122// #version 450 core 123// 124// #extension GL_GOOGLE_include_directive : require 125// #extension GL_EXT_samplerless_texture_functions : require 126// 127// layout(set = 0, binding = 0)uniform texture2DArray src; 128// layout(location = 0)out uvec4 dst; 129// 130// #line 1 "shaders/src/ImageCopy.inc" 131// 132// layout(push_constant)uniform PushConstants { 133// 134// ivec2 srcOffset; 135// ivec2 dstOffset; 136// int srcMip; 137// int srcLayer; 138// int srcSampleCount; 139// 140// bool flipX; 141// bool flipY; 142// 143// bool premultiplyAlpha; 144// bool unmultiplyAlpha; 145// 146// bool dstHasLuminance; 147// bool dstIsAlpha; 148// 149// bool srcIsSRGB; 150// bool dstIsSRGB; 151// 152// int dstDefaultChannelsMask; 153// bool rotateXY; 154// } params; 155// 156// float linearToSRGB(float linear) 157// { 158// 159// if(linear <= 0.0031308) 160// { 161// return linear * 12.92; 162// } 163// else 164// { 165// return pow(linear,(1.0f / 2.4f))* 1.055f - 0.055f; 166// } 167// } 168// 169// ivec2 transformImageCoords(ivec2 glFragCoords) 170// { 171// ivec2 imageCoordsOut = glFragCoords - params . dstOffset; 172// 173// if(params . flipX) 174// { 175// imageCoordsOut . x = - imageCoordsOut . x; 176// } 177// if(params . flipY) 178// { 179// imageCoordsOut . y = - imageCoordsOut . y; 180// } 181// if(params . rotateXY) 182// { 183// imageCoordsOut . xy = imageCoordsOut . yx; 184// } 185// 186// return imageCoordsOut; 187// } 188// 189// uvec4 transformSrcValue(vec4 srcValue) 190// { 191// 192// if(params . srcIsSRGB) 193// { 194// 195// srcValue . r = linearToSRGB(srcValue . r); 196// srcValue . g = linearToSRGB(srcValue . g); 197// srcValue . b = linearToSRGB(srcValue . b); 198// } 199// 200// if(params . premultiplyAlpha) 201// { 202// srcValue . rgb *= srcValue . a; 203// } 204// else if(params . unmultiplyAlpha && srcValue . a > 0) 205// { 206// srcValue . rgb /= srcValue . a; 207// } 208// 209// srcValue *= 255.0; 210// 211// uvec4 dstValue = uvec4(srcValue); 212// 213// if(params . dstHasLuminance) 214// { 215// dstValue . rg = dstValue . ra; 216// } 217// else if(params . dstIsAlpha) 218// { 219// dstValue . r = dstValue . a; 220// } 221// else 222// { 223// int defaultChannelsMask = params . dstDefaultChannelsMask; 224// if((defaultChannelsMask & 2)!= 0) 225// { 226// dstValue . g = 0; 227// } 228// if((defaultChannelsMask & 4)!= 0) 229// { 230// dstValue . b = 0; 231// } 232// if((defaultChannelsMask & 8)!= 0) 233// { 234// dstValue . a = 1; 235// } 236// } 237// 238// return dstValue; 239// } 240// #line 56 "shaders/src/ImageCopy.frag" 241// 242// void main() 243// { 244// ivec2 srcSubImageCoords = transformImageCoords(ivec2(gl_FragCoord . xy)); 245// 246// vec4 srcValue = texelFetch(src, ivec3(params . srcOffset + srcSubImageCoords, params . srcLayer), params . srcMip); 247// 248// dst = transformSrcValue(srcValue); 249// } 250