| #version 310 es | |
| precision highp float; | |
| precision highp int; | |
| uniform highp sampler2D f_randomTexture_Sampler; | |
| layout(location = 0) in vec2 tint_interstage_location0; | |
| layout(location = 0) out vec4 main_loc0_Output; | |
| vec4 main_inner(vec2 vUV) { | |
| vec3 random = texture(f_randomTexture_Sampler, vUV).xyz; | |
| int i = 0; | |
| { | |
| uvec2 tint_loop_idx = uvec2(4294967295u); | |
| while(true) { | |
| if (all(equal(tint_loop_idx, uvec2(0u)))) { | |
| break; | |
| } | |
| if ((i < 1)) { | |
| } else { | |
| break; | |
| } | |
| vec3 offset = vec3(random.x); | |
| bool v = false; | |
| if ((offset.x < 0.0f)) { | |
| v = true; | |
| } else { | |
| v = (offset.y < 0.0f); | |
| } | |
| bool v_1 = false; | |
| if (v) { | |
| v_1 = true; | |
| } else { | |
| v_1 = (offset.x > 1.0f); | |
| } | |
| bool v_2 = false; | |
| if (v_1) { | |
| v_2 = true; | |
| } else { | |
| v_2 = (offset.y > 1.0f); | |
| } | |
| if (v_2) { | |
| i = int((uint(i) + 1u)); | |
| { | |
| uint tint_low_inc = (tint_loop_idx.x - 1u); | |
| tint_loop_idx.x = tint_low_inc; | |
| uint tint_carry = uint((tint_low_inc == 4294967295u)); | |
| tint_loop_idx.y = (tint_loop_idx.y - tint_carry); | |
| } | |
| continue; | |
| } | |
| float sampleDepth = 0.0f; | |
| i = int((uint(i) + 1u)); | |
| { | |
| uint tint_low_inc = (tint_loop_idx.x - 1u); | |
| tint_loop_idx.x = tint_low_inc; | |
| uint tint_carry = uint((tint_low_inc == 4294967295u)); | |
| tint_loop_idx.y = (tint_loop_idx.y - tint_carry); | |
| } | |
| } | |
| } | |
| return vec4(1.0f); | |
| } | |
| void main() { | |
| main_loc0_Output = main_inner(tint_interstage_location0); | |
| } |