// 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.00000007.inc: // Pre-generated shader for the ANGLE Vulkan back-end. #pragma once constexpr uint8_t kBlitResolve_frag_00000007[] = { 0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x5d,0x95,0x4b,0x6c,0x55,0x55, 0x14,0x86,0xf7,0xb9,0xb7,0xbd,0x2d,0x5c,0xaa,0x05,0x4a,0x4b,0xd3,0x42,0x0b,0x05, 0x7c,0x11,0x42,0x52,0x35,0x26,0x46,0xa2,0x23,0xc5,0xd0,0xa8,0x65,0xc0,0xa4,0x89, 0x35,0xb1,0x03,0x07,0xc5,0x10,0x4d,0x07,0x0c,0x2c,0x91,0x49,0x07,0xc4,0xa4,0x13, 0x03,0x0c,0x14,0xc4,0xe0,0xa3,0x84,0xa8,0x11,0x15,0x99,0xa1,0xe2,0x8b,0x68,0xaa, 0x12,0x4d,0xd5,0xc6,0x26,0x3e,0x48,0x13,0x25,0x4d,0x2c,0xd6,0x47,0x53,0xd7,0x7f, 0xce,0xb7,0x60,0xe5,0xde,0x64,0xf5,0x9c,0xf5,0xff,0x6b,0xaf,0x7f,0xaf,0xb5,0xd7, 0x3e,0x2d,0x97,0x7a,0x1a,0x52,0xca,0xd2,0xf2,0xd4,0x98,0x6e,0xca,0x52,0xfe,0x5b, 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0x34,0x05,0x1d,0x71,0x55,0xb3,0x26,0x72,0x55,0xd1,0x19,0x0d,0x3a,0xce,0x35,0x05, 0x9d,0x66,0x74,0x0e,0x06,0x9d,0x95,0x59,0x81,0xbb,0x4e,0x4b,0xd0,0x11,0xb7,0xca, 0xac,0x85,0x5c,0xab,0xd0,0x19,0x0b,0x3a,0xce,0xb5,0x04,0x9d,0x36,0x74,0x0e,0x05, 0x9d,0xb5,0x59,0x81,0xbb,0x4e,0x47,0xd0,0x11,0xd7,0x6e,0xd6,0x41,0xae,0x76,0x74, 0xc6,0x83,0x8e,0x73,0x7a,0x2e,0xda,0xed,0xbb,0xcb,0xec,0x7f,0xc3,0x14,0x97,0x77, 0x38,0x0d,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 itexture2DMSArray color; // // layout(location = 0)out ivec4 colorOut0; // layout(location = 1)out ivec4 colorOut1; // layout(location = 2)out ivec4 colorOut2; // layout(location = 3)out ivec4 colorOut3; // layout(location = 4)out ivec4 colorOut4; // layout(location = 5)out ivec4 colorOut5; // layout(location = 6)out ivec4 colorOut6; // layout(location = 7)out ivec4 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(ivec4 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(); // // ivec4 colorValue = ivec4(0, 0, 0, 0); // for(int i = 0;i < params . samples;++ i) // { // colorValue += texelFetch(color, ivec3(srcImageCoords, params . srcLayer), i); // } // // colorValue = ivec4(round(colorValue * params . invSamples)); // // broadcastColor(colorValue); // // }