| // 1112.wgsl |
| @group(0) @binding(0) var Sampler: sampler; |
| @group(0) @binding(1) var randomTexture: texture_2d<f32>; |
| @group(0) @binding(2) var depthTexture: texture_2d<f32>; |
| |
| @fragment |
| fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> { |
| let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb; |
| |
| var i = 0; |
| loop { |
| if (i < 1) { |
| } else { |
| break; |
| } |
| let offset : vec3<f32> = vec3<f32>(random.x); |
| |
| if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) { |
| i = i + 1; |
| continue; |
| } |
| |
| // Violates uniformity analysis: |
| // let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r; |
| let sampleDepth : f32 = 0; |
| i = i + 1; |
| } |
| |
| return vec4<f32>(1.0); |
| } |