|  | #version 310 es | 
|  | precision mediump float; | 
|  |  | 
|  | layout(location = 0) in vec2 vUV_1; | 
|  | layout(location = 0) out vec4 value; | 
|  | uniform highp sampler2D randomTexture_Sampler; | 
|  |  | 
|  | vec4 tint_symbol(vec2 vUV) { | 
|  | vec3 random = texture(randomTexture_Sampler, vUV).rgb; | 
|  | int i = 0; | 
|  | while (true) { | 
|  | if ((i < 1)) { | 
|  | } else { | 
|  | break; | 
|  | } | 
|  | vec3 offset = vec3(random.x); | 
|  | 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; | 
|  | } | 
|  | float sampleDepth = 0.0f; | 
|  | i = (i + 1); | 
|  | } | 
|  | return vec4(1.0f); | 
|  | } | 
|  |  | 
|  | void main() { | 
|  | vec4 inner_result = tint_symbol(vUV_1); | 
|  | value = inner_result; | 
|  | return; | 
|  | } |