blob: 804f12b503d16b0cf4c5ef01c39d07bb45f0b1bc [file] [log] [blame]
struct main_outputs {
float4 tint_symbol_1 : SV_Target0;
};
struct main_inputs {
float2 vUV : TEXCOORD0;
};
SamplerState tint_symbol : register(s0);
Texture2D<float4> randomTexture : register(t1);
Texture2D<float4> depthTexture : register(t2);
float4 main_inner(float2 vUV) {
float3 random = randomTexture.Sample(tint_symbol, vUV).xyz;
int i = int(0);
{
while(true) {
if ((i < int(1))) {
} else {
break;
}
float3 offset = float3((random[0u]).xxx);
bool v = false;
if ((offset[0u] < 0.0f)) {
v = true;
} else {
v = (offset[1u] < 0.0f);
}
bool v_1 = false;
if (v) {
v_1 = true;
} else {
v_1 = (offset[0u] > 1.0f);
}
bool v_2 = false;
if (v_1) {
v_2 = true;
} else {
v_2 = (offset[1u] > 1.0f);
}
if (v_2) {
i = (i + int(1));
{
}
continue;
}
float sampleDepth = 0.0f;
i = (i + int(1));
{
}
continue;
}
}
return (1.0f).xxxx;
}
main_outputs main(main_inputs inputs) {
main_outputs v_3 = {main_inner(inputs.vUV)};
return v_3;
}