@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; | |
} | |
let sampleDepth : f32 = 0; | |
i = (i + 1); | |
} | |
return vec4<f32>(1.0); | |
} |