// 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.00000023.inc:
//   Pre-generated shader for the ANGLE Vulkan back-end.

#pragma once
constexpr uint8_t kImageClear_frag_00000023[] = {
    0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x51,0x4d,0x4f,0xc2,0x40,
    0x14,0x1c,0xba,0xd0,0xd2,0x16,0xa1,0xda,0x0f,0xf1,0x42,0x30,0x1c,0x4d,0x88,0x07,
    0x21,0x26,0x46,0x13,0x4f,0x7a,0xe0,0xe6,0x2f,0x20,0xe1,0xc2,0x41,0x2f,0xf2,0xe3,
    0xbd,0x98,0x38,0xb3,0x1d,0x13,0x36,0x79,0xfb,0xf6,0xcd,0xce,0xbc,0x37,0xdd,0x86,
    0x64,0x95,0x01,0x03,0x14,0x18,0xe3,0x06,0xfd,0xba,0x44,0x42,0x04,0x28,0x91,0xc6,
    0xfc,0xb6,0xfb,0xd8,0xad,0xbf,0x4f,0x87,0xf5,0xc3,0xe6,0x5e,0xf7,0x53,0x84,0xc8,
    0xd3,0xdd,0x0c,0x19,0x86,0xcc,0x8a,0xcf,0xfd,0xf1,0x4b,0x78,0xce,0x68,0x18,0x15,
    0x79,0xc2,0xb3,0xb3,0xf3,0x44,0xfd,0x78,0x12,0x67,0xe1,0x1e,0xef,0x18,0x71,0x56,
    0xbf,0x56,0xce,0xff,0xd8,0xc0,0x58,0x15,0x75,0x21,0x62,0x89,0x7b,0x34,0xd1,0x23,
    0xd0,0x31,0x6a,0xa2,0xc2,0x6f,0xc9,0x09,0xe6,0xb4,0xe4,0xa4,0xcc,0x4b,0xf7,0xbc,
    0x66,0x2d,0x2f,0xa9,0xfd,0x2e,0xb9,0x8f,0x99,0x83,0x3d,0x3e,0xb9,0xce,0x8d,0x75,
    0xdc,0x0b,0xeb,0x17,0xbc,0x2b,0xcd,0x2b,0xac,0x9d,0x98,0x5b,0x5a,0xab,0xfa,0xc2,
    0x98,0x66,0x4f,0xad,0xd5,0x37,0xdc,0xb9,0x9e,0xd9,0x8b,0xf4,0x95,0xb9,0x99,0xeb,
    0xda,0x73,0x0b,0xf7,0xab,0xfd,0x8e,0xe1,0x4c,0xdf,0xba,0x9f,0xf8,0x9d,0xf5,0xe2,
    0x6f,0xf9,0x5e,0x89,0xbf,0x0b,0xd6,0xfc,0x10,0x19,0x31,0xbf,0x72,0xaf,0xe2,0x7f,
    0xed,0xfd,0xc9,0xc3,0xb3,0xdf,0xe2,0xca,0xf8,0x0b,0x15,0xb9,0x6b,0xf1,0xbb,0xf8,
    0x5e,0x3d,0xbf,0x35,0x5f,0x73,0xe6,0xc6,0xc5,0x6f,0x5c,0xff,0xd2,0xd1,0x23,0xe3,
    0x0f,0x72,0xc0,0xb2,0xab,0x4c,0x02,0x00,0x00
};

// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
//        uvec4 clearColor;
//     float clearDepth;
// } params;
//
// layout(location = 1)out uvec4 colorOut;
//
// void main()
// {
//     colorOut = params . clearColor;
//
//     gl_FragDepth = params . clearDepth;
//
// }
