57 lines
1.7 KiB
HLSL
57 lines
1.7 KiB
HLSL
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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SamplerState tint_symbol : register(s0, space0);
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Texture2D<float4> randomTexture : register(t1, space0);
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Texture2D<float4> depthTexture : register(t2, space0);
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struct tint_symbol_2 {
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float2 vUV : TEXCOORD0;
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};
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struct tint_symbol_3 {
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float4 value : SV_Target0;
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};
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float4 main_inner(float2 vUV) {
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const float3 random = randomTexture.Sample(tint_symbol, vUV).rgb;
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int i = 0;
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[loop] 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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const float3 offset = float3((random.x).xxx);
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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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const float sampleDepth = depthTexture.Sample(tint_symbol, offset.xy).r;
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i = (i + 1);
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}
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return float4((1.0f).xxxx);
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}
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tint_symbol_3 main(tint_symbol_2 tint_symbol_1) {
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const float4 inner_result = main_inner(tint_symbol_1.vUV);
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tint_symbol_3 wrapper_result = (tint_symbol_3)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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