// 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; [[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); }