49 lines
1.2 KiB
HLSL
49 lines
1.2 KiB
HLSL
SamplerState tint_symbol : register(s0, space0);
|
|
Texture2D<float4> randomTexture : register(t1, space0);
|
|
Texture2D<float4> 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;
|
|
[loop] 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;
|
|
}
|