blob: ab5bff5420aaf4a52e038c7a85a210d989aa3de6 [file] [log] [blame]
// 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[] = {
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0xce,0xb7,0x60,0xe5,0xde,0x64,0xf5,0x9c,0xf5,0xff,0x6b,0xaf,0x7f,0xaf,0xb5,0xd7,
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0x58,0x67,0xc0,0xea,0xc1,0xba,0x03,0x56,0x01,0xdb,0x14,0xb0,0x06,0xb0,0x9b,0x03,
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0xde,0xd7,0x58,0x4c,0x85,0xde,0x68,0x8f,0x6d,0xe6,0x37,0x90,0xbf,0x84,0x5f,0xc5,
0xaf,0xcb,0xcf,0xbd,0x6c,0x79,0x8a,0x78,0x71,0x2d,0x79,0xde,0x82,0xeb,0xb6,0xbf,
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0x43,0xe0,0x37,0xe3,0x8b,0xdf,0x02,0xdf,0x91,0xd7,0x50,0x4a,0xb7,0x10,0x27,0xff,
0x56,0xf2,0xf8,0xba,0x5e,0xe6,0xc3,0xfd,0x1d,0x35,0xba,0x3b,0xd9,0xb3,0xf2,0x3e,
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0xf8,0x83,0x66,0xf7,0x06,0x7e,0xac,0x86,0x3f,0x64,0x76,0x20,0xf0,0xe3,0xf0,0x5b,
0xad,0xdb,0xaa,0xf3,0x79,0xce,0x26,0x5a,0xbb,0x75,0xe9,0x38,0x7d,0xe2,0x53,0x95,
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0xfc,0x0c,0x7c,0xc2,0x62,0x34,0xab,0x9f,0x83,0x69,0x56,0xff,0xb2,0x9d,0x4f,0xb2,
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0x6b,0x98,0x0a,0x35,0x88,0xbb,0x64,0x36,0x85,0xee,0xa5,0x50,0xc3,0xb7,0x68,0x67,
0xa1,0x86,0xef,0xc0,0xbd,0x86,0x0d,0x59,0x81,0x79,0x9c,0x6a,0xf0,0x5c,0x53,0xa1,
0x86,0x9e,0xac,0x88,0x99,0x64,0xcd,0xa5,0x50,0xc3,0xf7,0xd4,0xb0,0x23,0xd4,0xf0,
0x03,0xb8,0xd7,0xf0,0x23,0x98,0xd7,0x30,0x13,0x6a,0x10,0x37,0x6d,0x36,0x83,0xee,
0x34,0x73,0x24,0xdd,0x9f,0xd0,0xee,0xc9,0xae,0xcf,0xbb,0xf6,0xe8,0xb1,0x33,0x61,
0x8f,0x9b,0x88,0x9b,0x62,0xdd,0x34,0xb1,0x87,0x89,0x3d,0x4c,0xac,0xee,0xda,0x96,
0xac,0xb8,0x6f,0x5a,0xff,0x86,0xd9,0x11,0xb8,0xfc,0xfb,0x97,0x15,0xb3,0x28,0xee,
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0x29,0x62,0x27,0xc8,0xf1,0x28,0xbd,0x38,0x8d,0xee,0x29,0xbe,0x5f,0xda,0xfb,0x01,
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0xaa,0x9e,0x27,0xf9,0x1e,0xbc,0xcd,0x3a,0xd5,0xa1,0x6f,0xc9,0xbb,0xd4,0x71,0x86,
0x3a,0xf4,0x5d,0x79,0x0f,0xfc,0x39,0x8b,0xd1,0x9a,0xb3,0xac,0x13,0xbe,0xc2,0x94,
0x84,0xbd,0x1f,0xbe,0x75,0x67,0xf9,0x86,0x68,0x5f,0xe7,0xe0,0xbc,0x4f,0x3f,0x93,
0x7f,0x67,0xe8,0xd3,0x2f,0xe0,0x1f,0xb3,0xef,0x5f,0xc1,0xfa,0xc2,0x5c,0xfe,0x06,
0xde,0xc5,0x5c,0xce,0x86,0x73,0x12,0x77,0xd9,0x6c,0x96,0xfa,0x2e,0xe7,0x33,0x5e,
0xce,0xff,0x0f,0x9d,0xa3,0x76,0xe7,0x66,0x83,0xce,0xef,0xe8,0xec,0x09,0x3a,0x7f,
0x80,0xbb,0xce,0x5c,0xd0,0x11,0x77,0xc5,0x6c,0x8e,0x5c,0x57,0xd0,0x19,0x08,0x3a,
0xce,0xcd,0x05,0x9d,0x3f,0xd1,0x19,0x0c,0x3a,0xf3,0xe0,0xae,0xb3,0x10,0x74,0xe6,
0xf3,0x79,0x4c,0x39,0xa6,0x5c,0x57,0xd1,0x19,0x0a,0x3a,0xce,0x2d,0x04,0x9d,0x7f,
0xd1,0xe9,0x0d,0x3a,0xff,0x81,0xbb,0xce,0x52,0xd0,0x11,0xb7,0x68,0xb6,0x44,0xae,
0x45,0x74,0x86,0x83,0x8e,0x73,0x4b,0x41,0xa7,0x94,0x15,0x3a,0xfb,0x82,0x4e,0x39,
0x2b,0x70,0xd7,0xa9,0x64,0xd7,0x75,0xc4,0xd5,0x99,0x09,0x53,0x2e,0xbd,0x4b,0x67,
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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);
//
// }