1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 |
- #version 450
- #extension GL_ARB_sparse_texture2: enable
- uniform sampler2D s2D;
- uniform isampler2D is2D;
- uniform usampler2D us2D;
- layout(rgba32f) uniform image2D i2D;
- layout(rgba32i) uniform iimage2DMS ii2DMS;
- layout(rgba32ui) uniform uimage3D ui3D;
- 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(is2D, c2, texel);
- resident |= sparseTextureARB(us2D, c2, texel);
- resident |= sparseTextureLodARB( s2D, c2, 2.0, texel);
- resident |= sparseTextureLodARB(is2D, c2, 2.0, texel);
- resident |= sparseTextureLodARB(us2D, c2, 2.0, texel);
- resident |= sparseTexelFetchARB( s2D, ivec2(c2), 2, texel);
- resident |= sparseTexelFetchARB(is2D, ivec2(c2), 2, texel);
- resident |= sparseTexelFetchARB(us2D, ivec2(c2), 2, texel);
- resident |= sparseImageLoadARB(i2D, ic2, texel);
- resident |= sparseImageLoadARB(ii2DMS, ic2, 3, texel);
- resident |= sparseImageLoadARB(ui3D, ic3, utexel);
- outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel);
- }
|