[[group(0), binding(0)]] var Sampler : sampler; [[group(0), binding(1)]] var randomTexture : texture_2d; [[group(0), binding(2)]] var depthTexture : texture_2d; [[stage(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); }