| #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); |
| } |