| SamplerState tint_symbol : register(s0, space0); |
| Texture2D<float4> randomTexture : register(t1, space0); |
| Texture2D<float4> depthTexture : register(t2, space0); |
| |
| struct tint_symbol_2 { |
| float2 vUV : TEXCOORD0; |
| }; |
| struct tint_symbol_3 { |
| float4 value : SV_Target0; |
| }; |
| |
| float4 main_inner(float2 vUV) { |
| const float3 random = randomTexture.Sample(tint_symbol, vUV).rgb; |
| int i = 0; |
| while (true) { |
| if ((i < 1)) { |
| } else { |
| break; |
| } |
| const float3 offset = float3((random.x).xxx); |
| 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; |
| } |
| const float sampleDepth = 0.0f; |
| i = (i + 1); |
| } |
| return (1.0f).xxxx; |
| } |
| |
| tint_symbol_3 main(tint_symbol_2 tint_symbol_1) { |
| const float4 inner_result = main_inner(tint_symbol_1.vUV); |
| tint_symbol_3 wrapper_result = (tint_symbol_3)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |