| bug/fxc/gradient_in_varying_loop/1112.wgsl:23:33 warning: 'textureSample' must only be called from uniform control flow |
| let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r; |
| ^^^^^^^^^^^^^ |
| |
| bug/fxc/gradient_in_varying_loop/1112.wgsl:18:28 note: control flow depends on non-uniform value |
| if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) { |
| ^^ |
| |
| bug/fxc/gradient_in_varying_loop/1112.wgsl:8:29 note: return value of 'textureSample' may be non-uniform |
| let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb; |
| ^^^^^^^^^^^^^ |
| |
| SamplerState tint_symbol : register(s0, space0); |
| Texture2D<float4> randomTexture : register(t1, space0); |
| Texture2D<float4> depthTexture : register(t2, space0); |
| |
| struct tint_symbol_2 { |
| float2 vUV : TEXCOORD0; |
| }; |
| struct tint_symbol_3 { |
| float4 value : SV_Target0; |
| }; |
| |
| float4 main_inner(float2 vUV) { |
| const float3 random = randomTexture.Sample(tint_symbol, vUV).rgb; |
| int i = 0; |
| [loop] while (true) { |
| if ((i < 1)) { |
| } else { |
| break; |
| } |
| const float3 offset = float3((random.x).xxx); |
| bool tint_tmp_2 = (offset.x < 0.0f); |
| if (!tint_tmp_2) { |
| tint_tmp_2 = (offset.y < 0.0f); |
| } |
| bool tint_tmp_1 = (tint_tmp_2); |
| if (!tint_tmp_1) { |
| tint_tmp_1 = (offset.x > 1.0f); |
| } |
| bool tint_tmp = (tint_tmp_1); |
| if (!tint_tmp) { |
| tint_tmp = (offset.y > 1.0f); |
| } |
| if ((tint_tmp)) { |
| i = (i + 1); |
| continue; |
| } |
| const float sampleDepth = depthTexture.Sample(tint_symbol, offset.xy).r; |
| i = (i + 1); |
| } |
| return (1.0f).xxxx; |
| } |
| |
| tint_symbol_3 main(tint_symbol_2 tint_symbol_1) { |
| const float4 inner_result = main_inner(tint_symbol_1.vUV); |
| tint_symbol_3 wrapper_result = (tint_symbol_3)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |