blob: 4c8362a02a3e93d3f3e785010939eb40619da33b [file] [log] [blame] [edit]
SamplerState tint_symbol : register(s0, space0);
Texture2D<float4> randomTexture : register(t1, space0);
Texture2D<float4> depthTexture : register(t2, space0);
struct tint_symbol_2 {
float2 vUV : TEXCOORD0;
};
struct tint_symbol_3 {
float4 value : SV_Target0;
};
float4 main_inner(float2 vUV) {
const float3 random = randomTexture.Sample(tint_symbol, vUV).rgb;
int i = 0;
[loop] while (true) {
if ((i < 1)) {
} else {
break;
}
const float3 offset = float3((random.x).xxx);
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;
}
const float sampleDepth = depthTexture.Sample(tint_symbol, offset.xy).r;
i = (i + 1);
}
return float4((1.0f).xxxx);
}
tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
const float4 inner_result = main_inner(tint_symbol_1.vUV);
tint_symbol_3 wrapper_result = (tint_symbol_3)0;
wrapper_result.value = inner_result;
return wrapper_result;
}