bug/fxc/gradient_in_varying_loop/1112.wgsl:23:33 warning: 'textureSample' must only be called from uniform control flow let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r; ^^^^^^^^^^^^^ bug/fxc/gradient_in_varying_loop/1112.wgsl:18:28 note: control flow depends on non-uniform value if (offset.x < 0.0 || offset.y < 0.0 || offset.x > 1.0 || offset.y > 1.0) { ^^ bug/fxc/gradient_in_varying_loop/1112.wgsl:8:29 note: return value of 'textureSample' may be non-uniform let random: vec3 = textureSample(randomTexture, Sampler, vUV).rgb; ^^^^^^^^^^^^^ @group(0) @binding(0) var Sampler : sampler; @group(0) @binding(1) var randomTexture : texture_2d; @group(0) @binding(2) var depthTexture : texture_2d; @fragment fn main(@location(0) vUV : vec2) -> @location(0) vec4 { let random : vec3 = textureSample(randomTexture, Sampler, vUV).rgb; var i = 0; loop { if ((i < 1)) { } else { break; } let offset : vec3 = vec3(random.x); if (((((offset.x < 0.0) || (offset.y < 0.0)) || (offset.x > 1.0)) || (offset.y > 1.0))) { i = (i + 1); continue; } let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r; i = (i + 1); } return vec4(1.0); }