blob: a9d6dc910137d27bb6a38291d3490103e3b08d5a [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
uniform highp sampler2D randomTexture_Sampler;
layout(location = 0) in vec2 tint_symbol_loc0_Input;
layout(location = 0) out vec4 tint_symbol_loc0_Output;
vec4 tint_symbol_inner(vec2 vUV) {
vec3 random = texture(randomTexture_Sampler, vUV).xyz;
int i = 0;
{
while(true) {
if ((i < 1)) {
} else {
break;
}
vec3 offset = vec3(random[0u]);
bool v = false;
if ((offset[0u] < 0.0f)) {
v = true;
} else {
v = (offset[1u] < 0.0f);
}
bool v_1 = false;
if (v) {
v_1 = true;
} else {
v_1 = (offset[0u] > 1.0f);
}
bool v_2 = false;
if (v_1) {
v_2 = true;
} else {
v_2 = (offset[1u] > 1.0f);
}
if (v_2) {
i = (i + 1);
{
}
continue;
}
float sampleDepth = 0.0f;
i = (i + 1);
{
}
continue;
}
}
return vec4(1.0f);
}
void main() {
tint_symbol_loc0_Output = tint_symbol_inner(tint_symbol_loc0_Input);
}