blob: 6d8e374fa0581ab2b2050520d68e41a9598b9f8c [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.00000016.inc:
// Pre-generated shader for the ANGLE Vulkan back-end.
#pragma once
constexpr uint8_t kBlitResolve_frag_00000016[] = {
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0xfe,0x5d,0xc4,0x09,0xbf,0x85,0x5e,0x70,0xb9,0xba,0xf1,0x8f,0xb5,0x8a,0xe4,0xd2,
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0x36,0xb8,0xb8,0x61,0xe6,0x19,0xf5,0x31,0x62,0x95,0x67,0x9c,0xfb,0x94,0xa7,0xaf,
0x71,0xee,0x74,0x26,0xe9,0xa7,0xd3,0x66,0xd1,0xb2,0xa5,0xc2,0xbf,0x2f,0xe5,0x74,
0xe5,0x98,0x3c,0x9a,0x5b,0x2b,0x87,0xf4,0x29,0x67,0x9f,0x21,0x5f,0x16,0xfb,0x0c,
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0x83,0x6c,0x4d,0x93,0x7d,0xea,0x36,0xb9,0x47,0xaa,0xfb,0x96,0xda,0x87,0xee,0xfe,
0xaa,0xc7,0xe8,0xbb,0xef,0x7a,0xfc,0x84,0x5f,0x83,0xb8,0x26,0xfd,0xe8,0x1d,0x3d,
0xe0,0x0d,0x55,0xcc,0x53,0xf7,0x75,0x1a,0x4c,0x31,0x77,0xb9,0x7b,0x3a,0x37,0xbd,
0xcd,0x87,0xd8,0xf5,0xdd,0xb1,0x5e,0x27,0xc0,0x94,0x4b,0xef,0x65,0x9e,0xb7,0xa2,
0x5c,0x7a,0x27,0x0b,0x60,0xc7,0x73,0xe9,0x1c,0x9e,0x60,0xd7,0xf7,0x8e,0x19,0x2c,
0x82,0x2b,0x77,0x09,0xfd,0x8f,0xb1,0x1b,0x33,0xf9,0x0b,0x5e,0x1d,0x06,0x2b,0x84,
0x07,0x00,0x00
};
// Generated from:
//
// #version 450 core
//
// #extension GL_GOOGLE_include_directive : require
//
// #extension GL_EXT_samplerless_texture_functions : require
//
// #extension GL_ARB_shader_stencil_export : require
//
// layout(set = 0, binding = 0)uniform texture2DMS depth;
//
// layout(set = 0, binding = 1)uniform utexture2DMS stencil;
//
// #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;
// }
//
// #line 123 "shaders/src/BlitResolve.frag"
//
// void main()
// {
// ivec2 srcImageCoords = getSrcImageCoords();
//
// gl_FragDepth = texelFetch(depth, srcImageCoords, 0). x;
//
// gl_FragStencilRefARB = int(texelFetch(stencil, srcImageCoords, 0). x);
//
// }