63 lines
1.3 KiB
GLSL
63 lines
1.3 KiB
GLSL
#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;
|
|
}
|
|
|
|
|