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