#version 450 | |
#extension GL_ARB_sparse_texture2: enable | |
uniform sampler2D s2D; | |
uniform sampler3D s3D; | |
uniform sampler2DShadow s2DShadow; | |
uniform samplerCubeShadow sCubeShadow; | |
uniform sampler2DArrayShadow s2DArrayShadow; | |
uniform sampler2DRectShadow s2DRectShadow; | |
uniform samplerCubeArrayShadow sCubeArrayShadow; | |
uniform sampler2DMS s2DMS; | |
uniform isamplerCube isCube; | |
uniform isampler2DArray is2DArray; | |
uniform usamplerCubeArray usCubeArray; | |
uniform usampler2DRect us2DRect; | |
layout(rgba32f) uniform image2D i2D; | |
layout(rgba32i) uniform iimage3D ii3D; | |
layout(rgba32f) uniform image2DMS i2DMS; | |
in vec2 c2; | |
in vec3 c3; | |
in vec4 c4; | |
in flat ivec2 ic2; | |
in flat ivec3 ic3; | |
in flat ivec2 offsets[4]; | |
out vec4 outColor; | |
void main() | |
{ | |
int resident = 0; | |
vec4 texel = vec4(0.0); | |
ivec4 itexel = ivec4(0); | |
uvec4 utexel = uvec4(0); | |
resident |= sparseTextureARB(s2D, c2, texel); | |
resident |= sparseTextureARB(s3D, c3, texel, 2.0); | |
resident |= sparseTextureARB(isCube, c3, itexel); | |
resident |= sparseTextureARB(s2DShadow, c3, texel.x); | |
resident |= sparseTextureARB(sCubeArrayShadow, c4, 1.0, texel.x); | |
resident |= sparseTextureLodARB(s2D, c2, 2.0, texel); | |
resident |= sparseTextureLodARB(usCubeArray, c4, 1.0, utexel); | |
resident |= sparseTextureLodARB(s2DShadow, c3, 2.0, texel.y); | |
resident |= sparseTextureOffsetARB(s3D, c3, ivec3(2), texel, 2.0); | |
resident |= sparseTextureOffsetARB(us2DRect, c2, ivec2(3), utexel); | |
resident |= sparseTextureOffsetARB(s2DArrayShadow, c4, ivec2(5), texel.z); | |
resident |= sparseTexelFetchARB(s2D, ivec2(c2), 2, texel); | |
resident |= sparseTexelFetchARB(us2DRect, ivec2(c2), utexel); | |
resident |= sparseTexelFetchARB(s2DMS, ivec2(c2), 4, texel); | |
resident |= sparseTexelFetchOffsetARB(s3D, ivec3(c3), 2, ivec3(4), texel); | |
resident |= sparseTexelFetchOffsetARB(us2DRect, ivec2(c2), ivec2(3), utexel); | |
resident |= sparseTextureLodOffsetARB(s2D, c2, 2.0, ivec2(5), texel); | |
resident |= sparseTextureLodOffsetARB(is2DArray, c3, 2.0, ivec2(6), itexel); | |
resident |= sparseTextureLodOffsetARB(s2DShadow, c3, 2.0, ivec2(7), texel.z); | |
resident |= sparseTextureGradARB(s3D, c3, c3, c3, texel); | |
resident |= sparseTextureGradARB(sCubeShadow, c4, c3, c3, texel.y); | |
resident |= sparseTextureGradARB(usCubeArray, c4, c3, c3, utexel); | |
resident |= sparseTextureGradOffsetARB(s2D, c2, c2, c2, ivec2(5), texel); | |
resident |= sparseTextureGradOffsetARB(s2DRectShadow, c3, c2, c2, ivec2(6), texel.w); | |
resident |= sparseTextureGradOffsetARB(is2DArray, c3, c2, c2, ivec2(2), itexel); | |
resident |= sparseTextureGatherARB(s2D, c2, texel); | |
resident |= sparseTextureGatherARB(is2DArray, c3, itexel, 2); | |
resident |= sparseTextureGatherARB(s2DArrayShadow, c3, 2.0, texel); | |
resident |= sparseTextureGatherOffsetARB(s2D, c2, ivec2(4), texel); | |
resident |= sparseTextureGatherOffsetARB(is2DArray, c3, ivec2(5), itexel, 2); | |
resident |= sparseTextureGatherOffsetARB(s2DRectShadow, c2, 2.0, ivec2(7), texel); | |
resident |= sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel); | |
resident |= sparseTextureGatherOffsetsARB(is2DArray, c3, offsets, itexel, 2); | |
resident |= sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, offsets, texel); | |
resident |= sparseImageLoadARB(i2D, ic2, texel); | |
resident |= sparseImageLoadARB(ii3D, ic3, itexel); | |
resident |= sparseImageLoadARB(i2DMS, ic2, 3, texel); | |
outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel); | |
} |