// Generated by ShaderCompiler from TexturedBackground.shader. Do not edit manually.
#pragma once

#include "ShaderCompilerTypes.h"
#if defined(WITH_RHI_D3D11)
#	include "D3d11GeneratedShaders.h"
#endif
#if defined(WITH_RHI_VULKAN)
#	include "VulkanGeneratedShaders.h"
#endif

#ifndef DOXYGEN_GENERATING_OUTPUT
namespace Jazz2::ShadersGen
{
#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_Vs[] =
R"__SHDR__(#line 1

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

layout (std140) uniform InstanceBlock
{
	mat4 modelMatrix;
	vec4 color;
	vec4 texRect;
	vec2 spriteSize;
	// Flat index into the palette texture (added to the per-pixel index for the palette lookup). Lands in the
	// std140 tail padding after spriteSize, so the block stays 112 bytes. Only read by palette shaders.
	float palOffset;
};

out vec2 vTexCoords;

void main()
{
	vec2 aPosition = vec2(1.0 - float(gl_VertexID >> 1), float(gl_VertexID % 2));
	vec4 position = vec4(aPosition.x * spriteSize.x, aPosition.y * spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * modelMatrix * position;
	vTexCoords = vec2(aPosition.x * texRect.x + texRect.y, aPosition.y * texRect.z + texRect.w);
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_Vs100[] =
R"__SHDR__(attribute vec2 aQuadCorner;
#line 1

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

	uniform mat4 modelMatrix;
	uniform vec4 color;
	uniform vec4 texRect;
	uniform vec2 spriteSize;
	// Flat index into the palette texture (added to the per-pixel index for the palette lookup). Lands in the
	// std140 tail padding after spriteSize, so the block stays 112 bytes. Only read by palette shaders.
	uniform float palOffset;

varying vec2 vTexCoords;

void main()
{
	vec2 aPosition = vec2(1.0 - (1.0 - aQuadCorner.x), aQuadCorner.y);
	vec4 position = vec4(aPosition.x * spriteSize.x, aPosition.y * spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * modelMatrix * position;
	vTexCoords = vec2(aPosition.x * texRect.x + texRect.y, aPosition.y * texRect.z + texRect.w);
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_Fs[] =
R"__SHDR__(#line 1

#ifdef GL_ES
#	ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#	else
precision mediump float;
#	endif
#endif

in vec2 vTexCoords;

uniform sampler2D uTexture;
uniform vec2 uViewSize;
uniform vec2 uCameraPos;

uniform vec4 uHorizonColor;
uniform vec2 uShift;

vec2 hash2D(in vec2 p) {
	float h = dot(p, vec2(12.9898, 78.233));
	float h2 = dot(p, vec2(37.271, 377.632));
	return -1.0 + 2.0 * vec2(fract(sin(h) * 43758.5453), fract(sin(h2) * 43758.5453));
}

vec3 voronoi(in vec2 p) {
	vec2 n = floor(p);
	vec2 f = fract(p);

	vec2 mg, mr;

	float md = 8.0;
	for (int j = -1; j <= 1; ++j) {
		for (int i = -1; i <= 1; ++i) {
			vec2 g = vec2(float(i), float(j));
			vec2 o = hash2D(n + g);

			vec2 r = g + o - f;
			float d = dot(r, r);

			if (d < md) {
				md = d;
				mr = r;
				mg = g;
			}
		}
	}
	return vec3(md, mr);
}

float addStarField(vec2 samplePosition, float threshold) {
	vec3 starValue = voronoi(samplePosition);
	if (starValue.x < threshold) {
		float power = 1.0 - (starValue.x / threshold);
		return min(power * power * power, 0.5);
	}
	return 0.0;
}

out vec4 COLOR;

void main() {
	// Distance to center of screen from top or bottom (1: center of screen, 0: edge of screen)
	float distance = 1.3 - abs(2.0 * vTexCoords.y - 1.0);
	float horizonDepth = pow(distance, 1.4);

	float yShift = (vTexCoords.y > 0.5 ? 1.0 : 0.0);
	float correction = ((uViewSize.x * 9.0) / (uViewSize.y * 16.0));

	vec2 texturePos = vec2(
		(uShift.x / 256.0) + (vTexCoords.x - 0.5   ) * (0.5 + (1.5 * horizonDepth)) * correction,
		(uShift.y / 256.0) + (vTexCoords.y - yShift) * 1.4 * distance
	);

	vec4 texColor = texture(uTexture, texturePos);

#ifdef DITHER
	texturePos += hash2D(vTexCoords * uViewSize + (uCameraPos + uShift) * 0.001).xy * 8.0 / uViewSize;
	texColor = mix(texColor, texture(uTexture, texturePos), 0.333);
#endif

	float horizonOpacity = clamp(pow(distance, 1.5) - 0.3, 0.0, 1.0);

	vec4 horizonColorWithStars = vec4(uHorizonColor.xyz, 1.0);
	if (uHorizonColor.w > 0.0) {
		vec2 samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00012;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));

		samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00018 + 0.5;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));
	}

	COLOR = mix(texColor, horizonColorWithStars, horizonOpacity);
	COLOR.a = 1.0;
}

)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_Fs100[] =
R"__SHDR__(#line 1

#	ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#	else
precision mediump float;
#	endif

varying vec2 vTexCoords;

uniform sampler2D uTexture;
uniform vec2 uViewSize;
uniform vec2 uCameraPos;

uniform vec4 uHorizonColor;
uniform vec2 uShift;

vec2 hash2D(in vec2 p) {
	float h = dot(p, vec2(12.9898, 78.233));
	float h2 = dot(p, vec2(37.271, 377.632));
	return -1.0 + 2.0 * vec2(fract(sin(h) * 43758.5453), fract(sin(h2) * 43758.5453));
}

vec3 voronoi(in vec2 p) {
	vec2 n = floor(p);
	vec2 f = fract(p);

	vec2 mg, mr;

	float md = 8.0;
	for (int j = -1; j <= 1; ++j) {
		for (int i = -1; i <= 1; ++i) {
			vec2 g = vec2(float(i), float(j));
			vec2 o = hash2D(n + g);

			vec2 r = g + o - f;
			float d = dot(r, r);

			if (d < md) {
				md = d;
				mr = r;
				mg = g;
			}
		}
	}
	return vec3(md, mr);
}

float addStarField(vec2 samplePosition, float threshold) {
	vec3 starValue = voronoi(samplePosition);
	if (starValue.x < threshold) {
		float power = 1.0 - (starValue.x / threshold);
		return min(power * power * power, 0.5);
	}
	return 0.0;
}


void main() {
	vec4 COLOR;
	// Distance to center of screen from top or bottom (1: center of screen, 0: edge of screen)
	float distance = 1.3 - abs(2.0 * vTexCoords.y - 1.0);
	float horizonDepth = pow(distance, 1.4);

	float yShift = (vTexCoords.y > 0.5 ? 1.0 : 0.0);
	float correction = ((uViewSize.x * 9.0) / (uViewSize.y * 16.0));

	vec2 texturePos = vec2(
		(uShift.x / 256.0) + (vTexCoords.x - 0.5   ) * (0.5 + (1.5 * horizonDepth)) * correction,
		(uShift.y / 256.0) + (vTexCoords.y - yShift) * 1.4 * distance
	);

	vec4 texColor = texture2D(uTexture, texturePos);

#ifdef DITHER
	texturePos += hash2D(vTexCoords * uViewSize + (uCameraPos + uShift) * 0.001).xy * 8.0 / uViewSize;
	texColor = mix(texColor, texture2D(uTexture, texturePos), 0.333);
#endif

	float horizonOpacity = clamp(pow(distance, 1.5) - 0.3, 0.0, 1.0);

	vec4 horizonColorWithStars = vec4(uHorizonColor.xyz, 1.0);
	if (uHorizonColor.w > 0.0) {
		vec2 samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00012;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));

		samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00018 + 0.5;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));
	}

	COLOR = mix(texColor, horizonColorWithStars, horizonOpacity);
	COLOR.a = 1.0;
	gl_FragColor = COLOR;
}

)__SHDR__";
#endif

	inline constexpr ShaderCompiler::Uniform TexturedBackground_Uniforms[] = {
		{ "uProjectionMatrix", ShaderCompiler::UniformType::Mat4, 0 },
		{ "uViewMatrix", ShaderCompiler::UniformType::Mat4, 0 },
		{ "uViewSize", ShaderCompiler::UniformType::Vec2, 0 },
		{ "uCameraPos", ShaderCompiler::UniformType::Vec2, 0 },
		{ "uHorizonColor", ShaderCompiler::UniformType::Vec4, 0 },
		{ "uShift", ShaderCompiler::UniformType::Vec2, 0 },
	};

	inline constexpr ShaderCompiler::BlockMember TexturedBackground_Block0_Members[] = {
		{ "modelMatrix", ShaderCompiler::UniformType::Mat4, 0, 0 },
		{ "color", ShaderCompiler::UniformType::Vec4, 0, 64 },
		{ "texRect", ShaderCompiler::UniformType::Vec4, 0, 80 },
		{ "spriteSize", ShaderCompiler::UniformType::Vec2, 0, 96 },
		{ "palOffset", ShaderCompiler::UniformType::Float, 0, 104 },
	};

	inline constexpr ShaderCompiler::UniformBlock TexturedBackground_Blocks[] = {
		{ "InstanceBlock", 112, 0, 5, TexturedBackground_Block0_Members },
	};

	inline constexpr ShaderCompiler::TextureBinding TexturedBackground_Textures[] = {
		{ "uTexture", 0 },
	};

#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_DITHER_Vs[] =
R"__SHDR__(#define DITHER (1)
#line 1

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

layout (std140) uniform InstanceBlock
{
	mat4 modelMatrix;
	vec4 color;
	vec4 texRect;
	vec2 spriteSize;
	// Flat index into the palette texture (added to the per-pixel index for the palette lookup). Lands in the
	// std140 tail padding after spriteSize, so the block stays 112 bytes. Only read by palette shaders.
	float palOffset;
};

out vec2 vTexCoords;

void main()
{
	vec2 aPosition = vec2(1.0 - float(gl_VertexID >> 1), float(gl_VertexID % 2));
	vec4 position = vec4(aPosition.x * spriteSize.x, aPosition.y * spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * modelMatrix * position;
	vTexCoords = vec2(aPosition.x * texRect.x + texRect.y, aPosition.y * texRect.z + texRect.w);
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_DITHER_Vs100[] =
R"__SHDR__(attribute vec2 aQuadCorner;
#define DITHER (1)
#line 1

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

	uniform mat4 modelMatrix;
	uniform vec4 color;
	uniform vec4 texRect;
	uniform vec2 spriteSize;
	// Flat index into the palette texture (added to the per-pixel index for the palette lookup). Lands in the
	// std140 tail padding after spriteSize, so the block stays 112 bytes. Only read by palette shaders.
	uniform float palOffset;

varying vec2 vTexCoords;

void main()
{
	vec2 aPosition = vec2(1.0 - (1.0 - aQuadCorner.x), aQuadCorner.y);
	vec4 position = vec4(aPosition.x * spriteSize.x, aPosition.y * spriteSize.y, 0.0, 1.0);

	gl_Position = uProjectionMatrix * uViewMatrix * modelMatrix * position;
	vTexCoords = vec2(aPosition.x * texRect.x + texRect.y, aPosition.y * texRect.z + texRect.w);
}
)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_DITHER_Fs[] =
R"__SHDR__(#define DITHER (1)
#line 1

#ifdef GL_ES
#	ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#	else
precision mediump float;
#	endif
#endif

in vec2 vTexCoords;

uniform sampler2D uTexture;
uniform vec2 uViewSize;
uniform vec2 uCameraPos;

uniform vec4 uHorizonColor;
uniform vec2 uShift;

vec2 hash2D(in vec2 p) {
	float h = dot(p, vec2(12.9898, 78.233));
	float h2 = dot(p, vec2(37.271, 377.632));
	return -1.0 + 2.0 * vec2(fract(sin(h) * 43758.5453), fract(sin(h2) * 43758.5453));
}

vec3 voronoi(in vec2 p) {
	vec2 n = floor(p);
	vec2 f = fract(p);

	vec2 mg, mr;

	float md = 8.0;
	for (int j = -1; j <= 1; ++j) {
		for (int i = -1; i <= 1; ++i) {
			vec2 g = vec2(float(i), float(j));
			vec2 o = hash2D(n + g);

			vec2 r = g + o - f;
			float d = dot(r, r);

			if (d < md) {
				md = d;
				mr = r;
				mg = g;
			}
		}
	}
	return vec3(md, mr);
}

float addStarField(vec2 samplePosition, float threshold) {
	vec3 starValue = voronoi(samplePosition);
	if (starValue.x < threshold) {
		float power = 1.0 - (starValue.x / threshold);
		return min(power * power * power, 0.5);
	}
	return 0.0;
}

out vec4 COLOR;

void main() {
	// Distance to center of screen from top or bottom (1: center of screen, 0: edge of screen)
	float distance = 1.3 - abs(2.0 * vTexCoords.y - 1.0);
	float horizonDepth = pow(distance, 1.4);

	float yShift = (vTexCoords.y > 0.5 ? 1.0 : 0.0);
	float correction = ((uViewSize.x * 9.0) / (uViewSize.y * 16.0));

	vec2 texturePos = vec2(
		(uShift.x / 256.0) + (vTexCoords.x - 0.5   ) * (0.5 + (1.5 * horizonDepth)) * correction,
		(uShift.y / 256.0) + (vTexCoords.y - yShift) * 1.4 * distance
	);

	vec4 texColor = texture(uTexture, texturePos);

#ifdef DITHER
	texturePos += hash2D(vTexCoords * uViewSize + (uCameraPos + uShift) * 0.001).xy * 8.0 / uViewSize;
	texColor = mix(texColor, texture(uTexture, texturePos), 0.333);
#endif

	float horizonOpacity = clamp(pow(distance, 1.5) - 0.3, 0.0, 1.0);

	vec4 horizonColorWithStars = vec4(uHorizonColor.xyz, 1.0);
	if (uHorizonColor.w > 0.0) {
		vec2 samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00012;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));

		samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00018 + 0.5;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));
	}

	COLOR = mix(texColor, horizonColorWithStars, horizonOpacity);
	COLOR.a = 1.0;
}

)__SHDR__";
#endif

#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
	inline constexpr char TexturedBackground_DITHER_Fs100[] =
R"__SHDR__(#define DITHER (1)
#line 1

#	ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#	else
precision mediump float;
#	endif

varying vec2 vTexCoords;

uniform sampler2D uTexture;
uniform vec2 uViewSize;
uniform vec2 uCameraPos;

uniform vec4 uHorizonColor;
uniform vec2 uShift;

vec2 hash2D(in vec2 p) {
	float h = dot(p, vec2(12.9898, 78.233));
	float h2 = dot(p, vec2(37.271, 377.632));
	return -1.0 + 2.0 * vec2(fract(sin(h) * 43758.5453), fract(sin(h2) * 43758.5453));
}

vec3 voronoi(in vec2 p) {
	vec2 n = floor(p);
	vec2 f = fract(p);

	vec2 mg, mr;

	float md = 8.0;
	for (int j = -1; j <= 1; ++j) {
		for (int i = -1; i <= 1; ++i) {
			vec2 g = vec2(float(i), float(j));
			vec2 o = hash2D(n + g);

			vec2 r = g + o - f;
			float d = dot(r, r);

			if (d < md) {
				md = d;
				mr = r;
				mg = g;
			}
		}
	}
	return vec3(md, mr);
}

float addStarField(vec2 samplePosition, float threshold) {
	vec3 starValue = voronoi(samplePosition);
	if (starValue.x < threshold) {
		float power = 1.0 - (starValue.x / threshold);
		return min(power * power * power, 0.5);
	}
	return 0.0;
}


void main() {
	vec4 COLOR;
	// Distance to center of screen from top or bottom (1: center of screen, 0: edge of screen)
	float distance = 1.3 - abs(2.0 * vTexCoords.y - 1.0);
	float horizonDepth = pow(distance, 1.4);

	float yShift = (vTexCoords.y > 0.5 ? 1.0 : 0.0);
	float correction = ((uViewSize.x * 9.0) / (uViewSize.y * 16.0));

	vec2 texturePos = vec2(
		(uShift.x / 256.0) + (vTexCoords.x - 0.5   ) * (0.5 + (1.5 * horizonDepth)) * correction,
		(uShift.y / 256.0) + (vTexCoords.y - yShift) * 1.4 * distance
	);

	vec4 texColor = texture2D(uTexture, texturePos);

#ifdef DITHER
	texturePos += hash2D(vTexCoords * uViewSize + (uCameraPos + uShift) * 0.001).xy * 8.0 / uViewSize;
	texColor = mix(texColor, texture2D(uTexture, texturePos), 0.333);
#endif

	float horizonOpacity = clamp(pow(distance, 1.5) - 0.3, 0.0, 1.0);

	vec4 horizonColorWithStars = vec4(uHorizonColor.xyz, 1.0);
	if (uHorizonColor.w > 0.0) {
		vec2 samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00012;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));

		samplePosition = (vTexCoords * uViewSize / uViewSize.xx) + uCameraPos.xy * 0.00018 + 0.5;
		horizonColorWithStars += vec4(addStarField(samplePosition * 7.0, 0.00008));
	}

	COLOR = mix(texColor, horizonColorWithStars, horizonOpacity);
	COLOR.a = 1.0;
	gl_FragColor = COLOR;
}

)__SHDR__";
#endif

	inline constexpr ShaderCompiler::Uniform TexturedBackground_DITHER_Uniforms[] = {
		{ "uProjectionMatrix", ShaderCompiler::UniformType::Mat4, 0 },
		{ "uViewMatrix", ShaderCompiler::UniformType::Mat4, 0 },
		{ "uViewSize", ShaderCompiler::UniformType::Vec2, 0 },
		{ "uCameraPos", ShaderCompiler::UniformType::Vec2, 0 },
		{ "uHorizonColor", ShaderCompiler::UniformType::Vec4, 0 },
		{ "uShift", ShaderCompiler::UniformType::Vec2, 0 },
	};

	inline constexpr ShaderCompiler::BlockMember TexturedBackground_DITHER_Block0_Members[] = {
		{ "modelMatrix", ShaderCompiler::UniformType::Mat4, 0, 0 },
		{ "color", ShaderCompiler::UniformType::Vec4, 0, 64 },
		{ "texRect", ShaderCompiler::UniformType::Vec4, 0, 80 },
		{ "spriteSize", ShaderCompiler::UniformType::Vec2, 0, 96 },
		{ "palOffset", ShaderCompiler::UniformType::Float, 0, 104 },
	};

	inline constexpr ShaderCompiler::UniformBlock TexturedBackground_DITHER_Blocks[] = {
		{ "InstanceBlock", 112, 0, 5, TexturedBackground_DITHER_Block0_Members },
	};

	inline constexpr ShaderCompiler::TextureBinding TexturedBackground_DITHER_Textures[] = {
		{ "uTexture", 0 },
	};

	inline constexpr ShaderCompiler::ProgramVariant TexturedBackground_Variants[] = {
		{ "", "",
#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
			TexturedBackground_Vs, TexturedBackground_Fs,
#else
			nullptr, nullptr,
#endif
			6, TexturedBackground_Uniforms, 1, TexturedBackground_Blocks, 1, TexturedBackground_Textures, 0, nullptr,
#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
			TexturedBackground_Vs100, TexturedBackground_Fs100,
#else
			nullptr, nullptr,
#endif
#if defined(WITH_RHI_D3D11)
			TexturedBackground_VsHlsl, TexturedBackground_FsHlsl,
			TexturedBackground_VsDxbc, TexturedBackground_VsDxbcSize, TexturedBackground_FsDxbc, TexturedBackground_FsDxbcSize,
#else
			nullptr, nullptr,
			nullptr, 0, nullptr, 0,
#endif
#if defined(WITH_RHI_VULKAN)
			TexturedBackground_VkVs, TexturedBackground_VkVsSize, TexturedBackground_VkFs, TexturedBackground_VkFsSize },
#else
			nullptr, 0, nullptr, 0 },
#endif
		{ "DITHER", "DITHER",
#if defined(WITH_RHI_GL) && !defined(RHI_GL_PROFILE_ES2)
			TexturedBackground_DITHER_Vs, TexturedBackground_DITHER_Fs,
#else
			nullptr, nullptr,
#endif
			6, TexturedBackground_DITHER_Uniforms, 1, TexturedBackground_DITHER_Blocks, 1, TexturedBackground_DITHER_Textures, 0, nullptr,
#if defined(WITH_RHI_GL) && defined(RHI_GL_PROFILE_ES2)
			TexturedBackground_DITHER_Vs100, TexturedBackground_DITHER_Fs100,
#else
			nullptr, nullptr,
#endif
#if defined(WITH_RHI_D3D11)
			TexturedBackground_DITHER_VsHlsl, TexturedBackground_DITHER_FsHlsl,
			TexturedBackground_DITHER_VsDxbc, TexturedBackground_DITHER_VsDxbcSize, TexturedBackground_DITHER_FsDxbc, TexturedBackground_DITHER_FsDxbcSize,
#else
			nullptr, nullptr,
			nullptr, 0, nullptr, 0,
#endif
#if defined(WITH_RHI_VULKAN)
			TexturedBackground_DITHER_VkVs, TexturedBackground_DITHER_VkVsSize, TexturedBackground_DITHER_VkFs, TexturedBackground_DITHER_VkFsSize },
#else
			nullptr, 0, nullptr, 0 },
#endif
	};

	inline constexpr ShaderCompiler::Program TexturedBackground = { "TexturedBackground", 0, 2, TexturedBackground_Variants };
}
#endif
