blob: d020eadb82c2bb9341df9c1ff6e393df5220a90d [file] [log] [blame]
#version 310 es
precision highp float;
precision highp int;
uniform highp sampler2D randomTexture_Sampler;
layout(location = 0) in vec2 tint_interstage_location0;
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;
{
uvec2 tint_loop_idx = uvec2(0u);
while(true) {
if (all(equal(tint_loop_idx, uvec2(4294967295u)))) {
break;
}
if ((i < 1)) {
} else {
break;
}
vec3 offset = vec3(random.x);
bool v = false;
if ((offset.x < 0.0f)) {
v = true;
} else {
v = (offset.y < 0.0f);
}
bool v_1 = false;
if (v) {
v_1 = true;
} else {
v_1 = (offset.x > 1.0f);
}
bool v_2 = false;
if (v_1) {
v_2 = true;
} else {
v_2 = (offset.y > 1.0f);
}
if (v_2) {
i = (i + 1);
{
uint tint_low_inc = (tint_loop_idx.x + 1u);
tint_loop_idx.x = tint_low_inc;
uint tint_carry = uint((tint_low_inc == 0u));
tint_loop_idx.y = (tint_loop_idx.y + tint_carry);
}
continue;
}
float sampleDepth = 0.0f;
i = (i + 1);
{
uint tint_low_inc = (tint_loop_idx.x + 1u);
tint_loop_idx.x = tint_low_inc;
uint tint_carry = uint((tint_low_inc == 0u));
tint_loop_idx.y = (tint_loop_idx.y + tint_carry);
}
continue;
}
}
return vec4(1.0f);
}
void main() {
tint_symbol_loc0_Output = tint_symbol_inner(tint_interstage_location0);
}