// 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.00000027.inc:
//   Pre-generated shader for the ANGLE Vulkan back-end.

#pragma once
constexpr uint8_t kImageClear_frag_00000027[] = {
    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,0x78,0x12,0x67,0xc1,0x50,0xa7,0x77,0x8c,0x38,
    0xab,0x5f,0x2b,0xe7,0x7f,0x6c,0x60,0xac,0x8a,0xba,0x10,0xb1,0xc4,0x3d,0x9a,0xe8,
    0x11,0xe8,0x18,0x35,0x51,0xe1,0xb7,0xe4,0x04,0x73,0x5a,0x72,0x52,0xe6,0xa5,0x7b,
    0x5e,0xb3,0x96,0x97,0xd4,0x7e,0x97,0xdc,0xc7,0xf6,0x20,0xfc,0xc9,0x75,0x6e,0xac,
    0xe3,0x5e,0x58,0xbf,0xe0,0x5d,0x69,0x5e,0x61,0xed,0xc4,0xdc,0xd2,0x5a,0xd5,0x17,
    0xc6,0x34,0x7b,0x6a,0xad,0xbe,0xe1,0xce,0xf5,0xcc,0x5e,0xa4,0xaf,0xcc,0xcd,0x5c,
    0xd7,0x9e,0x5b,0xb8,0x5f,0xed,0x77,0x0c,0x67,0xfa,0xd6,0xfd,0xc4,0xef,0xac,0x17,
    0x7f,0xcb,0xf7,0x4a,0xfc,0x5d,0xb0,0xe6,0x87,0xc8,0x88,0xf9,0x95,0x7b,0x15,0xff,
    0x6b,0xef,0x4f,0x1e,0x9e,0xfd,0x16,0x57,0xc6,0x5f,0xa8,0xc8,0x5d,0x8b,0xdf,0xc5,
    0xf7,0xea,0xf9,0xad,0xf9,0x9a,0x33,0x37,0x2e,0x7e,0xe3,0xfa,0x97,0x8e,0x1e,0x19,
    0x7f,0xf5,0x85,0x39,0xca,0x4c,0x02,0x00,0x00
};

// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
//        uvec4 clearColor;
//     float clearDepth;
// } params;
//
// layout(location = 3)out uvec4 colorOut;
//
// void main()
// {
//     colorOut = params . clearColor;
//
//     gl_FragDepth = params . clearDepth;
//
// }
