blob: f9b4db1bb53b1ddda22955777ca76a3e0ce9bb38 [file] [log] [blame]
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;
}