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//! 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 LinearizeDepth_PS
{
void Create(DevicePointer Device);
void Release(DevicePointer Device);
GLSLPrograms::LinearizeDepth_PS& Get(ShaderPermutations::RESOLVE_DEPTH A)
{
return m_Shader[A];
}
private:
GLSLPrograms::LinearizeDepth_PS m_Shader[ShaderPermutations::RESOLVE_DEPTH_COUNT];
#if _WIN32
static_assert(ShaderPermutations::RESOLVE_DEPTH_COUNT == 2, "");
#endif
};
};
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