53 lines
1.4 KiB
GLSL
53 lines
1.4 KiB
GLSL
bug/fxc/gradient_in_varying_loop/1112.wgsl:23:33 warning: 'textureSample' must only be called from uniform control flow
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let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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^^^^^^^^^^^^^
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bug/fxc/gradient_in_varying_loop/1112.wgsl:8:29 note: return value of 'textureSample' may be non-uniform
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let random: vec3<f32> = textureSample(randomTexture, Sampler, vUV).rgb;
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^^^^^^^^^^^^^
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#version 310 es
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precision mediump float;
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layout(location = 0) in vec2 vUV_1;
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layout(location = 0) out vec4 value;
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uniform highp sampler2D randomTexture_Sampler;
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uniform highp sampler2D depthTexture_Sampler;
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vec4 tint_symbol(vec2 vUV) {
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vec3 random = texture(randomTexture_Sampler, vUV).rgb;
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int i = 0;
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while (true) {
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if ((i < 1)) {
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} else {
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break;
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}
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vec3 offset = vec3(random.x);
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bool tint_tmp_2 = (offset.x < 0.0f);
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if (!tint_tmp_2) {
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tint_tmp_2 = (offset.y < 0.0f);
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}
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bool tint_tmp_1 = (tint_tmp_2);
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if (!tint_tmp_1) {
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tint_tmp_1 = (offset.x > 1.0f);
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}
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bool tint_tmp = (tint_tmp_1);
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if (!tint_tmp) {
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tint_tmp = (offset.y > 1.0f);
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}
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if ((tint_tmp)) {
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i = (i + 1);
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continue;
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}
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float sampleDepth = texture(depthTexture_Sampler, offset.xy).r;
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i = (i + 1);
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}
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return vec4(1.0f);
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}
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void main() {
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vec4 inner_result = tint_symbol(vUV_1);
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value = inner_result;
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return;
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}
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