blob: d91730385d667b2b22b80630b311c39e945c1ab4 [file] [log] [blame]
bug/fxc/gradient_in_varying_loop/1112.wgsl:23:33 warning: 'textureSample' must only be called from uniform control flow
let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
^^^^^^^^^^^^^
bug/fxc/gradient_in_varying_loop/1112.wgsl:18:28 note: control flow depends on non-uniform value
if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
^^
bug/fxc/gradient_in_varying_loop/1112.wgsl:8:29 note: return value of 'textureSample' may be non-uniform
let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
^^^^^^^^^^^^^
#version 310 es
precision mediump float;
layout(location = 0) in vec2 vUV_1;
layout(location = 0) out vec4 value;
uniform highp sampler2D randomTexture_Sampler;
uniform highp sampler2D depthTexture_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 = texture(depthTexture_Sampler, offset.xy).r;
i = (i + 1);
}
return vec4(1.0f);
}
void main() {
vec4 inner_result = tint_symbol(vUV_1);
value = inner_result;
return;
}