63 lines
1.3 KiB
Plaintext
63 lines
1.3 KiB
Plaintext
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#version 310 es
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precision mediump float;
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uniform highp sampler2D randomTexture;
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uniform highp sampler2D depthTexture;
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struct tint_symbol_2 {
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vec2 vUV;
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};
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struct tint_symbol_3 {
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vec4 value;
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};
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vec4 tint_symbol_inner(vec2 vUV) {
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vec3 random = texture(randomTexture, vUV).rgb;
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int i = 0;
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while (true) {
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if ((i < 1)) {
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} else {
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break;
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}
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vec3 offset = vec3(random.x);
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bool tint_tmp_2 = (offset.x < 0.0f);
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if (!tint_tmp_2) {
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tint_tmp_2 = (offset.y < 0.0f);
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}
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bool tint_tmp_1 = (tint_tmp_2);
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if (!tint_tmp_1) {
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tint_tmp_1 = (offset.x > 1.0f);
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}
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bool tint_tmp = (tint_tmp_1);
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if (!tint_tmp) {
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tint_tmp = (offset.y > 1.0f);
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}
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if ((tint_tmp)) {
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i = (i + 1);
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continue;
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}
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float sampleDepth = texture(depthTexture, offset.xy).r;
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i = (i + 1);
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}
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return vec4(1.0f);
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}
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tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1) {
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vec4 inner_result = tint_symbol_inner(tint_symbol_1.vUV);
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tint_symbol_3 wrapper_result = tint_symbol_3(vec4(0.0f, 0.0f, 0.0f, 0.0f));
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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in vec2 vUV;
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out vec4 value;
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void main() {
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tint_symbol_2 inputs;
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inputs.vUV = vUV;
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tint_symbol_3 outputs;
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outputs = tint_symbol(inputs);
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value = outputs.value;
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}
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