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//! This file was auto-generated. Do not modify manually.
#pragma once
namespace Generated
{
namespace ShaderPermutations
{
#ifndef DEPTH_LAYER_COUNT_DEFINED
#define DEPTH_LAYER_COUNT_DEFINED
enum DEPTH_LAYER_COUNT
{
DEPTH_LAYER_COUNT_1,
DEPTH_LAYER_COUNT_2,
DEPTH_LAYER_COUNT_COUNT,
};
#endif
};
struct DeinterleaveDepth_PS
{
void Create(DevicePointer Device);
void Release(DevicePointer Device);
PixelShader& Get(ShaderPermutations::DEPTH_LAYER_COUNT A)
{
return m_Shader[A];
}
private:
PixelShader m_Shader[ShaderPermutations::DEPTH_LAYER_COUNT_COUNT];
#if _WIN32
static_assert(ShaderPermutations::DEPTH_LAYER_COUNT_COUNT == 2, "");
#endif
};
};
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