| 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; |
| vec3 offset = vec3(random.x); |
| bool tint_tmp_2 = (offset.x < 0.0f); |
| tint_tmp_2 = (offset.y < 0.0f); |
| bool tint_tmp_1 = (tint_tmp_2); |
| tint_tmp_1 = (offset.x > 1.0f); |
| bool tint_tmp = (tint_tmp_1); |
| tint_tmp = (offset.y > 1.0f); |
| float sampleDepth = texture(depthTexture_Sampler, offset.xy).r; |
| vec4 inner_result = tint_symbol(vUV_1); |