// 1112.wgsl @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; } // Violates uniformity analysis: // let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r; let sampleDepth : f32 = 0; i = i + 1; } return vec4(1.0); }