// 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.00000002.inc: // Pre-generated shader for the ANGLE Vulkan back-end. #pragma once constexpr uint8_t kBlitResolve_frag_00000002[] = { 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x5d,0x94,0x4d,0x68,0x5d,0x55, 0x14,0x85,0xcf,0x79,0xff,0x26,0xb1,0x69,0x30,0x49,0x9b,0x9f,0xc6,0x6a,0x23,0x54, 0x2c,0xa5,0x04,0x15,0x41,0x2a,0x75,0x64,0x84,0x07,0x92,0x08,0x9d,0x64,0x10,0x84, 0x37,0x29,0xc4,0x52,0xd0,0x0c,0x3a,0x09,0x9a,0x49,0x06,0x05,0xc9,0x44,0x69,0x33, 0xd0,0xd6,0x0a,0x45,0x5a,0x2d,0x9d,0x55,0x2d,0xfe,0x14,0x25,0x6a,0x50,0xa2,0x06, 0x03,0xfe,0x94,0x80,0x96,0x80,0x96,0x80,0x96,0x68,0x53,0x2a,0x75,0xaf,0x7b,0xbf, 0x93,0x6c,0xde,0x83,0xcd,0xbd,0x7b,0xad,0x7d,0xf6,0xda,0xeb,0x9c,0x73,0x5f,0xb1, 0xb0,0xa7,0x1a,0x42,0x0c,0x2d,0xa1,0x16,0x76,0xc5,0x90,0xfd,0x3a,0x42,0x21,0xe8, 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0x67,0x1b,0xf0,0x84,0xc5,0xff,0xae,0xde,0xc7,0xe7,0x7c,0x0c,0x00,0x00 }; // Generated from: // // #version 450 core // // #extension GL_GOOGLE_include_directive : require // // #extension GL_EXT_samplerless_texture_functions : require // // layout(set = 0, binding = 0)uniform texture2DMS 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; // // #line 1 "shaders/src/BlitResolve.inc" // // layout(push_constant)uniform PushConstants { // // ivec2 offset; // vec2 stretch; // vec2 invSrcExtent; // int srcLayer; // int samples; // float invSamples; // // int outputMask; // // bool flipX; // bool flipY; // bool rotateXY; // } params; // // ivec2 getSrcImageCoords() // { // // ivec2 srcImageCoords = ivec2(gl_FragCoord . xy); // // 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() // { // ivec2 srcImageCoords = getSrcImageCoords(); // // vec4 colorValue = vec4(0, 0, 0, 0); // for(int i = 0;i < params . samples;++ i) // { // colorValue += texelFetch(color, srcImageCoords, i); // } // // colorValue *= params . invSamples; // // broadcastColor(colorValue); // // }