// GENERATED FILE - DO NOT EDIT.
// Generated by /home/bmonkey/code/angle/angle/src/libANGLE/renderer/vulkan/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/ImageClear.frag.00000029.inc:
//   Pre-generated shader for the ANGLE Vulkan back-end.

#pragma once
constexpr uint8_t kImageClear_frag_00000029[] = {
    0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x51,0xcb,0x4e,0x02,0x41,
    0x10,0x2c,0x76,0x60,0x97,0xdd,0x45,0x58,0xdd,0x87,0x78,0x21,0x18,0x8e,0x26,0xc4,
    0x83,0x10,0x13,0xa3,0x89,0x27,0x3d,0x70,0xf3,0x0b,0x48,0xb8,0x70,0xd0,0x8b,0x7c,
    0xbc,0x17,0x13,0xab,0x66,0xcb,0x84,0x49,0x7a,0x7a,0xba,0xa6,0xaa,0xbb,0xa7,0x27,
    0x24,0xab,0x0c,0x18,0xa0,0xc0,0x18,0x37,0xe8,0xd7,0x25,0x12,0x22,0x40,0x89,0x34,
    0xfa,0xb7,0xdd,0xc7,0x6e,0xfd,0x7d,0x3a,0xac,0x1f,0x36,0xf7,0xba,0x9f,0x22,0x44,
    0x9e,0xee,0x66,0xc8,0x30,0xa4,0x97,0x7d,0xee,0x8f,0x5f,0xc2,0x73,0x5a,0x43,0xab,
    0xc8,0x13,0x9e,0x9d,0x9d,0x27,0xca,0xc7,0x93,0x38,0x0b,0xeb,0xde,0x31,0x62,0xad,
    0x7e,0xad,0xec,0xff,0xb1,0x81,0xb1,0x2a,0xea,0x42,0xc4,0x12,0xe7,0x68,0x62,0x8f,
    0x40,0x47,0xab,0x89,0x0a,0xbf,0x25,0x27,0x98,0xd3,0x92,0x93,0xd2,0x2f,0x9d,0xf3,
    0x9a,0xb1,0x7a,0x49,0x5d,0x77,0xc9,0x7d,0x4c,0x1f,0xdc,0xe3,0x93,0xe3,0xdc,0x58,
    0xc7,0xbd,0xb0,0x7e,0xc1,0xbb,0xd2,0xbc,0xc2,0xda,0x89,0xb9,0xa5,0xb5,0x8a,0x2f,
    0x8c,0xa9,0xf6,0xd4,0x5a,0xbd,0xe1,0xce,0xf1,0xcc,0xbd,0x48,0x5f,0x99,0x9b,0x39,
    0xae,0x5d,0xb7,0x70,0xbe,0xda,0x73,0x0c,0x67,0xfa,0xd6,0xf9,0xc4,0xef,0xac,0x17,
    0x7f,0xcb,0x79,0x25,0x7e,0x17,0xac,0xf9,0x21,0x32,0xa2,0x7f,0xe5,0x5e,0xc5,0x7f,
    0xed,0xfb,0x53,0x0f,0xcf,0x9e,0xc5,0x95,0xf1,0x17,0x2a,0x72,0xc7,0xe2,0x77,0x71,
    0x5e,0x3d,0xbf,0x35,0x5f,0x75,0xe6,0xc6,0xc5,0x6f,0x1c,0xff,0xb2,0xa3,0x47,0xda,
    0x1f,0x9f,0x6a,0xd9,0xb5,0x4c,0x02,0x00,0x00
};

// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
//        uvec4 clearColor;
//     float clearDepth;
// } params;
//
// layout(location = 4)out uvec4 colorOut;
//
// void main()
// {
//     colorOut = params . clearColor;
//
//     gl_FragDepth = params . clearDepth;
//
// }
