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//! 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
};
};
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