38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
#include <metal_stdlib>
|
|
|
|
using namespace metal;
|
|
struct tint_symbol_2 {
|
|
float2 vUV [[user(locn0)]];
|
|
};
|
|
|
|
struct tint_symbol_3 {
|
|
float4 value [[color(0)]];
|
|
};
|
|
|
|
float4 tint_symbol_inner(float2 vUV, texture2d<float, access::sample> tint_symbol_4, sampler tint_symbol_5) {
|
|
float3 const random = float4(tint_symbol_4.sample(tint_symbol_5, vUV)).rgb;
|
|
int i = 0;
|
|
while (true) {
|
|
if ((i < 1)) {
|
|
} else {
|
|
break;
|
|
}
|
|
float3 const offset = float3(random[0]);
|
|
if (((((offset[0] < 0.0f) || (offset[1] < 0.0f)) || (offset[0] > 1.0f)) || (offset[1] > 1.0f))) {
|
|
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
|
|
continue;
|
|
}
|
|
float const sampleDepth = 0.0f;
|
|
i = as_type<int>((as_type<uint>(i) + as_type<uint>(1)));
|
|
}
|
|
return float4(1.0f);
|
|
}
|
|
|
|
fragment tint_symbol_3 tint_symbol(texture2d<float, access::sample> tint_symbol_6 [[texture(0)]], sampler tint_symbol_7 [[sampler(0)]], tint_symbol_2 tint_symbol_1 [[stage_in]]) {
|
|
float4 const inner_result = tint_symbol_inner(tint_symbol_1.vUV, tint_symbol_6, tint_symbol_7);
|
|
tint_symbol_3 wrapper_result = {};
|
|
wrapper_result.value = inner_result;
|
|
return wrapper_result;
|
|
}
|
|
|