#version 310 es | |
precision highp 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; | |
} |