mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-25 04:09:41 +00:00
89 lines
3.0 KiB
GLSL
89 lines
3.0 KiB
GLSL
#version 450 core
|
|
|
|
#extension GL_ARB_sparse_texture2: enable
|
|
#extension GL_AMD_texture_gather_bias_lod: enable
|
|
|
|
uniform sampler2D s2D;
|
|
uniform sampler2DArray s2DArray;
|
|
uniform samplerCube sCube;
|
|
uniform samplerCubeArray sCubeArray;
|
|
|
|
in vec2 c2;
|
|
in vec3 c3;
|
|
in vec4 c4;
|
|
|
|
in float lod;
|
|
in float bias;
|
|
|
|
out vec4 fragColor;
|
|
|
|
void main()
|
|
{
|
|
vec4 texel = vec4(0.0);
|
|
vec4 result = vec4(0.0);
|
|
|
|
const ivec2 offsets[4] = { ivec2(0, 0), ivec2(0, 1), ivec2(1, 0), ivec2(1, 1) };
|
|
|
|
texel += textureGather(s2D, c2, 0, bias);
|
|
texel += textureGather(s2DArray, c3, 1, bias);
|
|
texel += textureGather(sCube, c3, 2, bias);
|
|
texel += textureGather(sCubeArray, c4, 3, bias);
|
|
|
|
texel += textureGatherOffset(s2D, c2, offsets[0], 0, bias);
|
|
texel += textureGatherOffset(s2DArray, c3, offsets[1], 1, bias);
|
|
|
|
texel += textureGatherOffsets(s2D, c2, offsets, 0, bias);
|
|
texel += textureGatherOffsets(s2DArray, c3, offsets, 1, bias);
|
|
|
|
sparseTextureGatherARB(s2D, c2, result, 0, bias);
|
|
texel += result;
|
|
sparseTextureGatherARB(s2DArray, c3, result, 1, bias);
|
|
texel += result;
|
|
sparseTextureGatherARB(sCube, c3, result, 2, bias);
|
|
texel += result;
|
|
sparseTextureGatherARB(sCubeArray, c4, result, 2, bias);
|
|
texel += result;
|
|
|
|
sparseTextureGatherOffsetARB(s2D, c2, offsets[0], result, 0, bias);
|
|
texel += result;
|
|
sparseTextureGatherOffsetARB(s2DArray, c3, offsets[1], result, 1, bias);
|
|
texel += result;
|
|
|
|
sparseTextureGatherOffsetsARB(s2D, c2, offsets, result, 0, bias);
|
|
texel += result;
|
|
sparseTextureGatherOffsetsARB(s2DArray, c3, offsets, result, 1, bias);
|
|
texel += result;
|
|
|
|
texel += textureGatherLodAMD(s2D, c2, lod);
|
|
texel += textureGatherLodAMD(s2DArray, c3, lod, 1);
|
|
texel += textureGatherLodAMD(sCube, c3, lod, 2);
|
|
texel += textureGatherLodAMD(sCubeArray, c4, lod, 3);
|
|
|
|
texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]);
|
|
texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1);
|
|
|
|
texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets);
|
|
texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1);
|
|
|
|
sparseTextureGatherLodAMD(s2D, c2, lod, result);
|
|
texel += result;
|
|
sparseTextureGatherLodAMD(s2DArray, c3, lod, result, 1);
|
|
texel += result;
|
|
sparseTextureGatherLodAMD(sCube, c3, lod, result, 2);
|
|
texel += result;
|
|
sparseTextureGatherLodAMD(sCubeArray, c4, lod, result, 2);
|
|
texel += result;
|
|
|
|
sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offsets[0], result);
|
|
texel += result;
|
|
sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], result, 1);
|
|
texel += result;
|
|
|
|
sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, result);
|
|
texel += result;
|
|
sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, result, 1);
|
|
texel += result;
|
|
|
|
fragColor = texel;
|
|
}
|