| // 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>; | |
| [[stage(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 = textureSample(depthTexture, Sampler, offset.xy).r; | |
| i = i + 1; | |
| } | |
| return vec4<f32>(1.0); | |
| } |