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- #version 450
- #extension GL_ARB_sparse_texture_clamp: enable
- uniform sampler2D s2D;
- uniform sampler3D s3D;
- uniform sampler2DShadow s2DShadow;
- uniform samplerCubeShadow sCubeShadow;
- uniform sampler2DArrayShadow s2DArrayShadow;
- uniform sampler2DRectShadow s2DRectShadow;
- uniform samplerCubeArrayShadow sCubeArrayShadow;
- uniform isamplerCube isCube;
- uniform isampler2DArray is2DArray;
- uniform usamplerCubeArray usCubeArray;
- uniform usampler2DRect us2DRect;
- in vec2 c2;
- in vec3 c3;
- in vec4 c4;
- in float lodClamp;
- out vec4 outColor;
- void main()
- {
- int resident = 0;
- vec4 texel = vec4(0.0);
- ivec4 itexel = ivec4(0);
- uvec4 utexel = uvec4(0);
- resident |= sparseTextureClampARB(s2D, c2, lodClamp, texel);
- resident |= sparseTextureClampARB(s3D, c3, lodClamp, texel, 2.0);
- resident |= sparseTextureClampARB(isCube, c3, lodClamp, itexel);
- resident |= sparseTextureClampARB(s2DShadow, c3, lodClamp, texel.x);
- resident |= sparseTextureClampARB(sCubeArrayShadow, c4, 1.0, lodClamp, texel.x);
- texel += textureClampARB(s2D, c2, lodClamp);
- texel += textureClampARB(s3D, c3, lodClamp, 2.0);
- itexel += textureClampARB(isCube, c3, lodClamp);
- texel.x += textureClampARB(s2DShadow, c3, lodClamp);
- texel.x += textureClampARB(sCubeArrayShadow, c4, 1.0, lodClamp);
- resident |= sparseTextureOffsetClampARB(s3D, c3, ivec3(2), lodClamp, texel, 2.0);
- resident |= sparseTextureOffsetClampARB(us2DRect, c2, ivec2(3), lodClamp, utexel);
- resident |= sparseTextureOffsetClampARB(s2DArrayShadow, c4, ivec2(5), lodClamp, texel.z);
- texel += textureOffsetClampARB(s3D, c3, ivec3(2), lodClamp, 2.0);
- utexel += textureOffsetClampARB(us2DRect, c2, ivec2(3), lodClamp);
- texel.z += textureOffsetClampARB(s2DArrayShadow, c4, ivec2(5), lodClamp);
- resident |= sparseTextureGradClampARB(s3D, c3, c3, c3, lodClamp, texel);
- resident |= sparseTextureGradClampARB(sCubeShadow, c4, c3, c3, lodClamp, texel.y);
- resident |= sparseTextureGradClampARB(usCubeArray, c4, c3, c3, lodClamp, utexel);
- texel += textureGradClampARB(s3D, c3, c3, c3, lodClamp);
- texel.y += textureGradClampARB(sCubeShadow, c4, c3, c3, lodClamp);
- utexel += textureGradClampARB(usCubeArray, c4, c3, c3, lodClamp);
- resident |= sparseTextureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp, texel);
- resident |= sparseTextureGradOffsetClampARB(s2DRectShadow, c3, c2, c2, ivec2(6), lodClamp, texel.w);
- resident |= sparseTextureGradOffsetClampARB(is2DArray, c3, c2, c2, ivec2(2), lodClamp, itexel);
- texel += textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp);
- texel.w += textureGradOffsetClampARB(s2DRectShadow, c3, c2, c2, ivec2(6), lodClamp);
- itexel += textureGradOffsetClampARB(is2DArray, c3, c2, c2, ivec2(2), lodClamp);
- outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel);
- }
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