//! This file was auto-generated. Do not modify manually. #pragma once namespace Generated { namespace ShaderPermutations { #ifndef ENABLE_BLUR_DEFINED #define ENABLE_BLUR_DEFINED enum ENABLE_BLUR { ENABLE_BLUR_0, ENABLE_BLUR_1, ENABLE_BLUR_COUNT, }; #endif }; struct ReinterleaveAO_PS { void Create(DevicePointer Device); void Release(DevicePointer Device); GLSLPrograms::ReinterleaveAO_PS& Get(ShaderPermutations::ENABLE_BLUR A) { return m_Shader[A]; } private: GLSLPrograms::ReinterleaveAO_PS m_Shader[ShaderPermutations::ENABLE_BLUR_COUNT]; #if _WIN32 static_assert(ShaderPermutations::ENABLE_BLUR_COUNT == 2, ""); #endif }; };