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docs/ -> docs/tint/ fuzzers/ -> src/tint/fuzzers/ samples/ -> src/tint/cmd/ src/ -> src/tint/ test/ -> test/tint/ BUG=tint:1418,tint:1433 Change-Id: Id2aa79f989aef3245b80ef4aa37a27ff16cd700b Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/80482 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ryan Harrison <rharrison@chromium.org>
45 lines
986 B
GLSL
45 lines
986 B
GLSL
#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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