//! This file was auto-generated. Do not modify manually. #pragma once namespace Generated { namespace ShaderPermutations { #ifndef RESOLVE_DEPTH_DEFINED #define RESOLVE_DEPTH_DEFINED enum RESOLVE_DEPTH { RESOLVE_DEPTH_0, RESOLVE_DEPTH_1, RESOLVE_DEPTH_COUNT, }; #endif }; struct CopyDepth_PS { void Create(DevicePointer Device); void Release(DevicePointer Device); GLSLPrograms::CopyDepth_PS& Get(ShaderPermutations::RESOLVE_DEPTH A) { return m_Shader[A]; } private: GLSLPrograms::CopyDepth_PS m_Shader[ShaderPermutations::RESOLVE_DEPTH_COUNT]; #if _WIN32 static_assert(ShaderPermutations::RESOLVE_DEPTH_COUNT == 2, ""); #endif }; };