| struct main_outputs { |
| float4 tint_symbol : SV_Target0; |
| }; |
| |
| struct main_inputs { |
| float2 vUV : TEXCOORD0; |
| }; |
| |
| |
| SamplerState v : register(s0); |
| Texture2D<float4> randomTexture : register(t1); |
| float4 main_inner(float2 vUV) { |
| float3 random = randomTexture.Sample(v, vUV).xyz; |
| int i = int(0); |
| { |
| uint2 tint_loop_idx = (4294967295u).xx; |
| while(true) { |
| if (all((tint_loop_idx == (0u).xx))) { |
| break; |
| } |
| if ((i < int(1))) { |
| } else { |
| break; |
| } |
| float3 offset = float3((random.x).xxx); |
| bool v_1 = false; |
| if ((offset.x < 0.0f)) { |
| v_1 = true; |
| } else { |
| v_1 = (offset.y < 0.0f); |
| } |
| bool v_2 = false; |
| if (v_1) { |
| v_2 = true; |
| } else { |
| v_2 = (offset.x > 1.0f); |
| } |
| bool v_3 = false; |
| if (v_2) { |
| v_3 = true; |
| } else { |
| v_3 = (offset.y > 1.0f); |
| } |
| if (v_3) { |
| i = (i + int(1)); |
| { |
| uint tint_low_inc = (tint_loop_idx.x - 1u); |
| tint_loop_idx.x = tint_low_inc; |
| uint tint_carry = uint((tint_low_inc == 4294967295u)); |
| tint_loop_idx.y = (tint_loop_idx.y - tint_carry); |
| } |
| continue; |
| } |
| float sampleDepth = 0.0f; |
| i = (i + int(1)); |
| { |
| uint tint_low_inc = (tint_loop_idx.x - 1u); |
| tint_loop_idx.x = tint_low_inc; |
| uint tint_carry = uint((tint_low_inc == 4294967295u)); |
| tint_loop_idx.y = (tint_loop_idx.y - tint_carry); |
| } |
| continue; |
| } |
| } |
| return (1.0f).xxxx; |
| } |
| |
| main_outputs main(main_inputs inputs) { |
| main_outputs v_4 = {main_inner(inputs.vUV)}; |
| return v_4; |
| } |
| |