| 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; |
| } |
| |