| #version 310 es |
| precision mediump float; |
| |
| 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; |
| int i = 0; |
| while (true) { |
| if ((i < 1)) { |
| } else { |
| break; |
| } |
| vec3 offset = vec3(random.x); |
| bool tint_tmp_2 = (offset.x < 0.0f); |
| if (!tint_tmp_2) { |
| tint_tmp_2 = (offset.y < 0.0f); |
| } |
| bool tint_tmp_1 = (tint_tmp_2); |
| if (!tint_tmp_1) { |
| tint_tmp_1 = (offset.x > 1.0f); |
| } |
| bool tint_tmp = (tint_tmp_1); |
| if (!tint_tmp) { |
| tint_tmp = (offset.y > 1.0f); |
| } |
| if ((tint_tmp)) { |
| i = (i + 1); |
| continue; |
| } |
| float sampleDepth = texture(depthTexture_Sampler, offset.xy).r; |
| i = (i + 1); |
| } |
| return vec4(1.0f); |
| } |
| |
| void main() { |
| vec4 inner_result = tint_symbol(vUV_1); |
| value = inner_result; |
| return; |
| } |