struct main_outputs { | |
float4 tint_symbol_1 : SV_Target0; | |
}; | |
struct main_inputs { | |
float2 vUV : TEXCOORD0; | |
}; | |
SamplerState tint_symbol : register(s0); | |
Texture2D<float4> randomTexture : register(t1); | |
Texture2D<float4> depthTexture : register(t2); | |
float4 main_inner(float2 vUV) { | |
float3 random = randomTexture.Sample(tint_symbol, vUV).xyz; | |
int i = int(0); | |
{ | |
while(true) { | |
if ((i < int(1))) { | |
} else { | |
break; | |
} | |
float3 offset = float3((random[0u]).xxx); | |
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 + int(1)); | |
{ | |
} | |
continue; | |
} | |
float sampleDepth = 0.0f; | |
i = (i + int(1)); | |
{ | |
} | |
continue; | |
} | |
} | |
return (1.0f).xxxx; | |
} | |
main_outputs main(main_inputs inputs) { | |
main_outputs v_3 = {main_inner(inputs.vUV)}; | |
return v_3; | |
} | |