blob: 2a00e8e2fb63f9c16a06850d91f0755ad81d8744 [file] [log] [blame]
// 1112.wgsl
@group(0) @binding(0) var Sampler: sampler;
@group(0) @binding(1) var randomTexture: texture_2d<f32>;
@group(0) @binding(2) var depthTexture: texture_2d<f32>;
@fragment
fn main(@location(0) vUV : vec2<f32>) -> @location(0) vec4<f32> {
let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
var i = 0;
loop {
if (i < 1) {
} else {
break;
}
let offset : vec3<f32> = vec3<f32>(random.x);
if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) {
i = i + 1;
continue;
}
// Violates uniformity analysis:
// let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
let sampleDepth : f32 = 0;
i = i + 1;
}
return vec4<f32>(1.0);
}