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//! 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
};
};
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