blob: d63995b4626a32ec4415cb3f7abc9c5e38beadbe [file] [log] [blame]
#version 310 es
precision mediump float;
struct tint_symbol_2 {
vec2 vUV;
};
struct tint_symbol_3 {
vec4 value;
};
uniform highp sampler2D randomTexture_Sampler;
uniform highp sampler2D depthTexture_Sampler;
vec4 tint_symbol_inner(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);
}
tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
vec4 inner_result = tint_symbol_inner(tint_symbol_1.vUV);
tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.value = inner_result;
return wrapper_result;
}
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 value;
void main() {
tint_symbol_2 inputs;
inputs.vUV = vUV;
tint_symbol_3 outputs;
outputs = tint_symbol(inputs);
value = outputs.value;
}