//! This file was auto-generated. Do not modify manually. #pragma once namespace Generated { namespace ShaderPermutations { }; struct DeinterleaveDepth_PS { void Create(DevicePointer Device); void Release(DevicePointer Device); GLSLPrograms::DeinterleaveDepth_PS& Get() { return m_Shader; } private: GLSLPrograms::DeinterleaveDepth_PS m_Shader; #if _WIN32 #endif }; };