blob: 3b00074e217e2c0510301c34e8fc03878999a4d2 [file] [log] [blame]
#include <metal_stdlib>
using namespace metal;
struct tint_symbol_2 {
float2 vUV [[user(locn0)]];
};
struct tint_symbol_3 {
float4 value [[color(0)]];
};
float4 tint_symbol_inner(float2 vUV, texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5, texture2d<float, access::sample> tint_symbol_6) {
float3 const random = float4(tint_symbol_4.sample(tint_symbol_5, vUV)).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
float3 const offset = float3(random[0]);
if (((((offset[0] < 0.0f) || (offset[1] < 0.0f)) || (offset[0] > 1.0f)) || (offset[1] > 1.0f))) {
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
continue;
}
float const sampleDepth = tint_symbol_6.sample(tint_symbol_5, float3(offset).xy)[0];
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
}
return float4(1.0f);
}
fragment tint_symbol_3 tint_symbol(texture2d<float, access::sample> tint_symbol_7 [[texture(0)]], sampler tint_symbol_8 [[sampler(0)]], texture2d<float, access::sample> tint_symbol_9 [[texture(1)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
float4 const inner_result = tint_symbol_inner(tint_symbol_1.vUV, tint_symbol_7, tint_symbol_8, tint_symbol_9);
tint_symbol_3 wrapper_result = {};
wrapper_result.value = inner_result;
return wrapper_result;
}