#version 450 core | |
#extension GL_ARB_sparse_texture2: enable | |
#extension GL_AMD_texture_gather_bias_lod: enable | |
uniform sampler2D s2D; | |
uniform sampler2DArray s2DArray; | |
uniform samplerCube sCube; | |
uniform samplerCubeArray sCubeArray; | |
in vec2 c2; | |
in vec3 c3; | |
in vec4 c4; | |
in float lod; | |
in float bias; | |
out vec4 fragColor; | |
void main() | |
{ | |
vec4 texel = vec4(0.0); | |
vec4 result = vec4(0.0); | |
const ivec2 offsets[4] = { ivec2(0, 0), ivec2(0, 1), ivec2(1, 0), ivec2(1, 1) }; | |
texel += textureGather(s2D, c2, 0, bias); | |
texel += textureGather(s2DArray, c3, 1, bias); | |
texel += textureGather(sCube, c3, 2, bias); | |
texel += textureGather(sCubeArray, c4, 3, bias); | |
texel += textureGatherOffset(s2D, c2, offsets[0], 0, bias); | |
texel += textureGatherOffset(s2DArray, c3, offsets[1], 1, bias); | |
texel += textureGatherOffsets(s2D, c2, offsets, 0, bias); | |
texel += textureGatherOffsets(s2DArray, c3, offsets, 1, bias); | |
sparseTextureGatherARB(s2D, c2, result, 0, bias); | |
texel += result; | |
sparseTextureGatherARB(s2DArray, c3, result, 1, bias); | |
texel += result; | |
sparseTextureGatherARB(sCube, c3, result, 2, bias); | |
texel += result; | |
sparseTextureGatherARB(sCubeArray, c4, result, 2, bias); | |
texel += result; | |
sparseTextureGatherOffsetARB(s2D, c2, offsets[0], result, 0, bias); | |
texel += result; | |
sparseTextureGatherOffsetARB(s2DArray, c3, offsets[1], result, 1, bias); | |
texel += result; | |
sparseTextureGatherOffsetsARB(s2D, c2, offsets, result, 0, bias); | |
texel += result; | |
sparseTextureGatherOffsetsARB(s2DArray, c3, offsets, result, 1, bias); | |
texel += result; | |
texel += textureGatherLodAMD(s2D, c2, lod); | |
texel += textureGatherLodAMD(s2DArray, c3, lod, 1); | |
texel += textureGatherLodAMD(sCube, c3, lod, 2); | |
texel += textureGatherLodAMD(sCubeArray, c4, lod, 3); | |
texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]); | |
texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1); | |
texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets); | |
texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1); | |
sparseTextureGatherLodAMD(s2D, c2, lod, result); | |
texel += result; | |
sparseTextureGatherLodAMD(s2DArray, c3, lod, result, 1); | |
texel += result; | |
sparseTextureGatherLodAMD(sCube, c3, lod, result, 2); | |
texel += result; | |
sparseTextureGatherLodAMD(sCubeArray, c4, lod, result, 2); | |
texel += result; | |
sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offsets[0], result); | |
texel += result; | |
sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], result, 1); | |
texel += result; | |
sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, result); | |
texel += result; | |
sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, result, 1); | |
texel += result; | |
fragColor = texel; | |
} |