Rex Xu | 48edadf | 2015-12-31 16:11:41 +0800 | [diff] [blame] | 1 | #version 450
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| 2 | #extension GL_ARB_sparse_texture2: enable
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| 3 |
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| 4 | uniform sampler2D s2D;
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| 5 | uniform sampler3D s3D;
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| 6 | uniform sampler2DShadow s2DShadow;
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| 7 | uniform samplerCubeShadow sCubeShadow;
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| 8 | uniform sampler2DArrayShadow s2DArrayShadow;
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| 9 | uniform sampler2DRectShadow s2DRectShadow;
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| 10 | uniform samplerCubeArrayShadow sCubeArrayShadow;
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| 11 | uniform sampler2DMS s2DMS;
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| 12 |
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| 13 | uniform isamplerCube isCube;
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| 14 | uniform isampler2DArray is2DArray;
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| 15 |
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| 16 | uniform usamplerCubeArray usCubeArray;
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| 17 | uniform usampler2DRect us2DRect;
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| 18 |
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Rex Xu | 5eafa47 | 2016-02-19 22:24:03 +0800 | [diff] [blame] | 19 | layout(rgba32f) uniform image2D i2D;
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| 20 | layout(rgba32i) uniform iimage3D ii3D;
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| 21 | layout(rgba32f) uniform image2DMS i2DMS;
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| 22 |
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John Kessenich | 6c292d3 | 2016-02-15 20:58:50 -0700 | [diff] [blame] | 23 | in vec2 c2;
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| 24 | in vec3 c3;
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| 25 | in vec4 c4;
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Rex Xu | 48edadf | 2015-12-31 16:11:41 +0800 | [diff] [blame] | 26 |
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Rex Xu | 5eafa47 | 2016-02-19 22:24:03 +0800 | [diff] [blame] | 27 | in flat ivec2 ic2;
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| 28 | in flat ivec3 ic3;
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| 29 |
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John Kessenich | 6c292d3 | 2016-02-15 20:58:50 -0700 | [diff] [blame] | 30 | in flat ivec2 offsets[4];
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Rex Xu | 48edadf | 2015-12-31 16:11:41 +0800 | [diff] [blame] | 31 |
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| 32 | out vec4 outColor;
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| 33 |
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| 34 | void main()
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| 35 | {
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| 36 | int resident = 0;
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| 37 | vec4 texel = vec4(0.0);
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| 38 | ivec4 itexel = ivec4(0);
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| 39 | uvec4 utexel = uvec4(0);
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| 40 |
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| 41 | resident |= sparseTextureARB(s2D, c2, texel);
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| 42 | resident |= sparseTextureARB(s3D, c3, texel, 2.0);
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| 43 | resident |= sparseTextureARB(isCube, c3, itexel);
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| 44 | resident |= sparseTextureARB(s2DShadow, c3, texel.x);
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| 45 | resident |= sparseTextureARB(sCubeArrayShadow, c4, 1.0, texel.x);
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| 46 |
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| 47 | resident |= sparseTextureLodARB(s2D, c2, 2.0, texel);
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| 48 | resident |= sparseTextureLodARB(usCubeArray, c4, 1.0, utexel);
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| 49 | resident |= sparseTextureLodARB(s2DShadow, c3, 2.0, texel.y);
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| 50 |
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| 51 | resident |= sparseTextureOffsetARB(s3D, c3, ivec3(2), texel, 2.0);
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| 52 | resident |= sparseTextureOffsetARB(us2DRect, c2, ivec2(3), utexel);
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| 53 | resident |= sparseTextureOffsetARB(s2DArrayShadow, c4, ivec2(5), texel.z);
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| 54 |
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| 55 | resident |= sparseTexelFetchARB(s2D, ivec2(c2), 2, texel);
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| 56 | resident |= sparseTexelFetchARB(us2DRect, ivec2(c2), utexel);
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| 57 | resident |= sparseTexelFetchARB(s2DMS, ivec2(c2), 4, texel);
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| 58 |
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| 59 | resident |= sparseTexelFetchOffsetARB(s3D, ivec3(c3), 2, ivec3(4), texel);
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| 60 | resident |= sparseTexelFetchOffsetARB(us2DRect, ivec2(c2), ivec2(3), utexel);
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| 61 |
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| 62 | resident |= sparseTextureLodOffsetARB(s2D, c2, 2.0, ivec2(5), texel);
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| 63 | resident |= sparseTextureLodOffsetARB(is2DArray, c3, 2.0, ivec2(6), itexel);
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| 64 | resident |= sparseTextureLodOffsetARB(s2DShadow, c3, 2.0, ivec2(7), texel.z);
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| 65 |
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| 66 | resident |= sparseTextureGradARB(s3D, c3, c3, c3, texel);
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| 67 | resident |= sparseTextureGradARB(sCubeShadow, c4, c3, c3, texel.y);
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| 68 | resident |= sparseTextureGradARB(usCubeArray, c4, c3, c3, utexel);
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| 69 |
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| 70 | resident |= sparseTextureGradOffsetARB(s2D, c2, c2, c2, ivec2(5), texel);
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| 71 | resident |= sparseTextureGradOffsetARB(s2DRectShadow, c3, c2, c2, ivec2(6), texel.w);
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| 72 | resident |= sparseTextureGradOffsetARB(is2DArray, c3, c2, c2, ivec2(2), itexel);
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| 73 |
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| 74 | resident |= sparseTextureGatherARB(s2D, c2, texel);
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| 75 | resident |= sparseTextureGatherARB(is2DArray, c3, itexel, 2);
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| 76 | resident |= sparseTextureGatherARB(s2DArrayShadow, c3, 2.0, texel);
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| 77 |
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| 78 | resident |= sparseTextureGatherOffsetARB(s2D, c2, ivec2(4), texel);
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| 79 | resident |= sparseTextureGatherOffsetARB(is2DArray, c3, ivec2(5), itexel, 2);
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Rex Xu | 5eafa47 | 2016-02-19 22:24:03 +0800 | [diff] [blame] | 80 | resident |= sparseTextureGatherOffsetARB(s2DRectShadow, c2, 2.0, ivec2(7), texel);
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Rex Xu | 48edadf | 2015-12-31 16:11:41 +0800 | [diff] [blame] | 81 |
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| 82 | resident |= sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel);
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| 83 | resident |= sparseTextureGatherOffsetsARB(is2DArray, c3, offsets, itexel, 2);
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Rex Xu | 5eafa47 | 2016-02-19 22:24:03 +0800 | [diff] [blame] | 84 | resident |= sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, offsets, texel);
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| 85 |
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| 86 | resident |= sparseImageLoadARB(i2D, ic2, texel);
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| 87 | resident |= sparseImageLoadARB(ii3D, ic3, itexel);
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| 88 | resident |= sparseImageLoadARB(i2DMS, ic2, 3, texel);
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Rex Xu | 48edadf | 2015-12-31 16:11:41 +0800 | [diff] [blame] | 89 |
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| 90 | outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel);
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| 91 | } |