SamplerState tint_symbol : register(s0, space0); Texture2D randomTexture : register(t1, space0); Texture2D 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; 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; }