// 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.0000000D.inc:
//   Pre-generated shader for the ANGLE Vulkan back-end.

#pragma once
constexpr uint8_t kImageClear_frag_0000000D[] = {
    0x1f,0x8b,0x08,0x00,0x00,0x00,0x00,0x00,0x02,0xff,0x4d,0x50,0x3d,0x4b,0x03,0x51,
    0x10,0x9c,0xbc,0x77,0x79,0x2f,0xf7,0x61,0x2e,0xc9,0x79,0xd1,0x2a,0x28,0x29,0x85,
    0x90,0x42,0x45,0x10,0x03,0x56,0x5a,0xa4,0xcb,0x2f,0x08,0xd8,0x58,0x68,0xa3,0x3f,
    0xde,0x46,0x70,0x76,0x6f,0x84,0x1c,0xec,0xed,0x9b,0xd9,0xd9,0xcf,0x18,0xd6,0x19,
    0x18,0xa1,0xc2,0x04,0x97,0x18,0xbe,0x39,0x02,0x19,0xa0,0x46,0x72,0xff,0xb2,0x3f,
    0xec,0x37,0x5f,0xdf,0x6f,0x9b,0xdb,0xbb,0xad,0xc5,0xa7,0x88,0xae,0xb3,0x58,0x8b,
    0x8c,0x82,0xde,0xec,0xe3,0xf8,0xfe,0x69,0x7c,0x49,0xeb,0x68,0x33,0xea,0x8c,0xcf,
    0x27,0xef,0xc6,0xea,0xf1,0x65,0x9a,0x15,0x2d,0xd1,0x5e,0x31,0x66,0xff,0xe1,0x5b,
    0xcb,0xff,0x73,0x23,0x71,0x33,0xcf,0x8b,0xce,0x05,0xd5,0xe8,0x7c,0x46,0x60,0xe9,
    0xfd,0x82,0xf3,0xd7,0xd4,0x44,0x69,0x96,0x7c,0x59,0xfd,0x2b,0xda,0x05,0xf5,0x59,
    0xfd,0x0a,0xe7,0x0a,0x6e,0x0c,0xd7,0x1a,0xff,0x28,0x5c,0x8a,0x5b,0x11,0x57,0x8a,
    0x25,0xe9,0x6b,0xc5,0x2b,0xe9,0x6b,0xed,0x63,0x5c,0x4f,0x7c,0xa6,0x5e,0x36,0xf3,
    0x8d,0xf0,0x54,0xfb,0x58,0x7e,0x2b,0x6d,0x16,0x5e,0xa8,0x57,0x52,0xbd,0x85,0xee,
    0x16,0x4f,0xf2,0xcf,0x55,0xcf,0xf4,0xbd,0xf2,0x4d,0x7f,0xcf,0xfb,0x04,0xed,0x02,
    0xe5,0xfc,0x90,0x19,0xd3,0x3f,0xf3,0xdf,0xea,0x66,0x8d,0x66,0x78,0xd2,0xfe,0x73,
    0xf1,0x3b,0x66,0x94,0xc2,0xa6,0xef,0x75,0xc7,0x46,0x3d,0x4d,0x9f,0xfc,0x6e,0x03,
    0x6f,0xfa,0x4e,0xf8,0x97,0x13,0x3d,0xd0,0xfe,0x00,0x1b,0x9e,0xca,0x7a,0x3c,0x02,
    0x00,0x00
};

// Generated from:
//
// #version 450 core
//
// layout(push_constant)uniform PushConstants {
//        vec4 clearColor;
//     float clearDepth;
// } params;
//
// layout(location = 6)out vec4 colorOut;
//
// void main()
// {
//     colorOut = params . clearColor;
//
//     gl_FragDepth = params . clearDepth;
//
// }
