Rex Xu | 225e0fc | 2016-11-17 17:47:59 +0800 | [diff] [blame] | 1 | #version 450 core
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| 2 |
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| 3 | #extension GL_ARB_sparse_texture2: enable
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| 4 | #extension GL_AMD_texture_gather_bias_lod: enable
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| 5 |
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| 6 | uniform sampler2D s2D;
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| 7 | uniform sampler2DArray s2DArray;
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| 8 | uniform samplerCube sCube;
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| 9 | uniform samplerCubeArray sCubeArray;
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| 10 |
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| 11 | in vec2 c2;
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| 12 | in vec3 c3;
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| 13 | in vec4 c4;
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| 14 |
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| 15 | in float lod;
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| 16 | in float bias;
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| 17 |
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| 18 | out vec4 fragColor;
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| 19 |
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| 20 | void main()
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| 21 | {
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| 22 | vec4 texel = vec4(0.0);
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| 23 | vec4 result = vec4(0.0);
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| 24 |
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| 25 | const ivec2 offsets[4] = { ivec2(0, 0), ivec2(0, 1), ivec2(1, 0), ivec2(1, 1) };
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| 26 |
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| 27 | texel += textureGather(s2D, c2, 0, bias);
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| 28 | texel += textureGather(s2DArray, c3, 1, bias);
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| 29 | texel += textureGather(sCube, c3, 2, bias);
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| 30 | texel += textureGather(sCubeArray, c4, 3, bias);
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| 31 |
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| 32 | texel += textureGatherOffset(s2D, c2, offsets[0], 0, bias);
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| 33 | texel += textureGatherOffset(s2DArray, c3, offsets[1], 1, bias);
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| 34 |
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| 35 | texel += textureGatherOffsets(s2D, c2, offsets, 0, bias);
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| 36 | texel += textureGatherOffsets(s2DArray, c3, offsets, 1, bias);
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| 37 |
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| 38 | sparseTextureGatherARB(s2D, c2, result, 0, bias);
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| 39 | texel += result;
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| 40 | sparseTextureGatherARB(s2DArray, c3, result, 1, bias);
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| 41 | texel += result;
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| 42 | sparseTextureGatherARB(sCube, c3, result, 2, bias);
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| 43 | texel += result;
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| 44 | sparseTextureGatherARB(sCubeArray, c4, result, 2, bias);
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| 45 | texel += result;
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| 46 |
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| 47 | sparseTextureGatherOffsetARB(s2D, c2, offsets[0], result, 0, bias);
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| 48 | texel += result;
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| 49 | sparseTextureGatherOffsetARB(s2DArray, c3, offsets[1], result, 1, bias);
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| 50 | texel += result;
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| 51 |
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| 52 | sparseTextureGatherOffsetsARB(s2D, c2, offsets, result, 0, bias);
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| 53 | texel += result;
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| 54 | sparseTextureGatherOffsetsARB(s2DArray, c3, offsets, result, 1, bias);
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| 55 | texel += result;
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| 56 |
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| 57 | texel += textureGatherLodAMD(s2D, c2, lod);
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| 58 | texel += textureGatherLodAMD(s2DArray, c3, lod, 1);
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| 59 | texel += textureGatherLodAMD(sCube, c3, lod, 2);
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| 60 | texel += textureGatherLodAMD(sCubeArray, c4, lod, 3);
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| 61 |
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| 62 | texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]);
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| 63 | texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1);
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| 64 |
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| 65 | texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets);
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| 66 | texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1);
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| 67 |
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| 68 | sparseTextureGatherLodAMD(s2D, c2, lod, result);
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| 69 | texel += result;
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| 70 | sparseTextureGatherLodAMD(s2DArray, c3, lod, result, 1);
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| 71 | texel += result;
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| 72 | sparseTextureGatherLodAMD(sCube, c3, lod, result, 2);
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| 73 | texel += result;
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| 74 | sparseTextureGatherLodAMD(sCubeArray, c4, lod, result, 2);
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| 75 | texel += result;
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| 76 |
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| 77 | sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offsets[0], result);
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| 78 | texel += result;
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| 79 | sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], result, 1);
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| 80 | texel += result;
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| 81 |
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| 82 | sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, result);
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| 83 | texel += result;
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| 84 | sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, result, 1);
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| 85 | texel += result;
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| 86 |
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| 87 | fragColor = texel;
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| 88 | }
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