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89 lines
3.0 KiB
GLSL
89 lines
3.0 KiB
GLSL
#version 450 core
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#extension GL_ARB_sparse_texture2: enable
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#extension GL_AMD_texture_gather_bias_lod: enable
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uniform sampler2D s2D;
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uniform sampler2DArray s2DArray;
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uniform samplerCube sCube;
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uniform samplerCubeArray sCubeArray;
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in vec2 c2;
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in vec3 c3;
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in vec4 c4;
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in float lod;
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in float bias;
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out vec4 fragColor;
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void main()
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{
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vec4 texel = vec4(0.0);
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vec4 result = vec4(0.0);
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const ivec2 offsets[4] = { ivec2(0, 0), ivec2(0, 1), ivec2(1, 0), ivec2(1, 1) };
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texel += textureGather(s2D, c2, 0, bias);
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texel += textureGather(s2DArray, c3, 1, bias);
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texel += textureGather(sCube, c3, 2, bias);
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texel += textureGather(sCubeArray, c4, 3, bias);
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texel += textureGatherOffset(s2D, c2, offsets[0], 0, bias);
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texel += textureGatherOffset(s2DArray, c3, offsets[1], 1, bias);
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texel += textureGatherOffsets(s2D, c2, offsets, 0, bias);
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texel += textureGatherOffsets(s2DArray, c3, offsets, 1, bias);
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sparseTextureGatherARB(s2D, c2, result, 0, bias);
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texel += result;
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sparseTextureGatherARB(s2DArray, c3, result, 1, bias);
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texel += result;
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sparseTextureGatherARB(sCube, c3, result, 2, bias);
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texel += result;
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sparseTextureGatherARB(sCubeArray, c4, result, 2, bias);
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texel += result;
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sparseTextureGatherOffsetARB(s2D, c2, offsets[0], result, 0, bias);
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texel += result;
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sparseTextureGatherOffsetARB(s2DArray, c3, offsets[1], result, 1, bias);
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texel += result;
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sparseTextureGatherOffsetsARB(s2D, c2, offsets, result, 0, bias);
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texel += result;
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sparseTextureGatherOffsetsARB(s2DArray, c3, offsets, result, 1, bias);
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texel += result;
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texel += textureGatherLodAMD(s2D, c2, lod);
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texel += textureGatherLodAMD(s2DArray, c3, lod, 1);
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texel += textureGatherLodAMD(sCube, c3, lod, 2);
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texel += textureGatherLodAMD(sCubeArray, c4, lod, 3);
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texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]);
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texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1);
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texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets);
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texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1);
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sparseTextureGatherLodAMD(s2D, c2, lod, result);
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texel += result;
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sparseTextureGatherLodAMD(s2DArray, c3, lod, result, 1);
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texel += result;
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sparseTextureGatherLodAMD(sCube, c3, lod, result, 2);
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texel += result;
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sparseTextureGatherLodAMD(sCubeArray, c4, lod, result, 2);
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texel += result;
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sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offsets[0], result);
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texel += result;
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sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], result, 1);
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texel += result;
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sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, result);
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texel += result;
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sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, result, 1);
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texel += result;
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fragColor = texel;
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}
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