// GENERATED FILE - DO NOT EDIT. // Generated by gen_vk_internal_shaders.py. // // Copyright 2018 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // shaders/gen/BlitResolve.frag.00000001.inc: // Pre-generated shader for the ANGLE Vulkan back-end. #pragma once constexpr uint8_t kBlitResolve_frag_00000001[] = { 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x65,0x94,0x4b,0x6c,0x95,0x65, 0x10,0x86,0xbf,0xef,0xdc,0xb5,0x40,0x41,0x8e,0x55,0x7a,0x57,0x6c,0x62,0xc0,0x54, 0x16,0x6a,0x9a,0x18,0x0d,0x84,0x05,0x2c,0x08,0xd7,0xa4,0x5d,0x74,0x53,0x93,0x6e, 0xce,0x42,0x48,0xa3,0xdd,0x74,0x01,0x26,0x27,0x86,0x4d,0x17,0x6c,0xba,0x41,0xc4, 0x22,0x01,0x51,0x14,0xdc,0x19,0x05,0xa2,0x44,0xa1,0x81,0x14,0x68,0x34,0x05,0x1a, 0x9a,0xa8,0x98,0x26,0x4a,0x9a,0x28,0x69,0xb4,0xb5,0x09,0xc2,0xcc,0xff,0x3f,0x43, 0x27,0xc7,0x26,0xd3,0xef,0x9f,0xf7,0x9d,0x99,0x77,0xe6,0xbb,0x9c,0x6c,0x66,0x6d, 0x31,0x84,0x18,0x9e,0x0c,0xa5,0xd0,0x1e,0x43,0xf2,0xb7,0x2a,0x64,0x82,0x7e,0xd6, 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// Generated from: // // #version 450 core // // #extension GL_GOOGLE_include_directive : require // // layout(set = 0, binding = 0)uniform texture2DArray color; // // layout(location = 0)out vec4 colorOut0; // layout(location = 1)out vec4 colorOut1; // layout(location = 2)out vec4 colorOut2; // layout(location = 3)out vec4 colorOut3; // layout(location = 4)out vec4 colorOut4; // layout(location = 5)out vec4 colorOut5; // layout(location = 6)out vec4 colorOut6; // layout(location = 7)out vec4 colorOut7; // // layout(set = 0, binding = 2)uniform sampler blitSampler; // // #line 1 "shaders/src/BlitResolve.inc" // // layout(push_constant)uniform PushConstants { // // vec2 offset; // vec2 stretch; // vec2 invSrcExtent; // int srcLayer; // int samples; // float invSamples; // // int outputMask; // // bool flipX; // bool flipY; // bool rotateXY; // } params; // // vec2 getSrcImageCoords() // { // // vec2 srcImageCoords = vec2(gl_FragCoord . xy); // // srcImageCoords *= params . stretch; // // srcImageCoords -= params . offset; // // if(params . flipX) // srcImageCoords . x = - srcImageCoords . x; // if(params . flipY) // srcImageCoords . y = - srcImageCoords . y; // if(params . rotateXY) // srcImageCoords . xy = srcImageCoords . yx; // // return srcImageCoords; // } // // void broadcastColor(vec4 colorValue) // { // // if((params . outputMask &(1 << 0))!= 0) // { // colorOut0 = colorValue; // } // if((params . outputMask &(1 << 1))!= 0) // { // colorOut1 = colorValue; // } // if((params . outputMask &(1 << 2))!= 0) // { // colorOut2 = colorValue; // } // if((params . outputMask &(1 << 3))!= 0) // { // colorOut3 = colorValue; // } // if((params . outputMask &(1 << 4))!= 0) // { // colorOut4 = colorValue; // } // if((params . outputMask &(1 << 5))!= 0) // { // colorOut5 = colorValue; // } // if((params . outputMask &(1 << 6))!= 0) // { // colorOut6 = colorValue; // } // if((params . outputMask &(1 << 7))!= 0) // { // colorOut7 = colorValue; // } // } // // #line 123 "shaders/src/BlitResolve.frag" // // void main() // { // vec2 srcImageCoords = getSrcImageCoords(); // // vec4 colorValue = texture(sampler2DArray(color, blitSampler), vec3(srcImageCoords * params . invSrcExtent, params . srcLayer)); // // broadcastColor(colorValue); // // }