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https://github.com/RPCS3/glslang.git
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47 lines
1.3 KiB
GLSL
47 lines
1.3 KiB
GLSL
#version 450
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#extension GL_ARB_sparse_texture2: enable
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uniform sampler2D s2D;
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uniform isampler2D is2D;
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uniform usampler2D us2D;
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layout(rgba32f) uniform image2D i2D;
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layout(rgba32i) uniform iimage2DMS ii2DMS;
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layout(rgba32ui) uniform uimage3D ui3D;
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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 flat ivec2 ic2;
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in flat ivec3 ic3;
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in flat ivec2 offsets[4];
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out vec4 outColor;
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void main()
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{
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int resident = 0;
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vec4 texel = vec4(0.0);
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ivec4 itexel = ivec4(0);
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uvec4 utexel = uvec4(0);
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resident |= sparseTextureARB(s2D, c2, texel);
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resident |= sparseTextureARB(is2D, c2, texel);
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resident |= sparseTextureARB(us2D, c2, texel);
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resident |= sparseTextureLodARB( s2D, c2, 2.0, texel);
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resident |= sparseTextureLodARB(is2D, c2, 2.0, texel);
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resident |= sparseTextureLodARB(us2D, c2, 2.0, texel);
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resident |= sparseTexelFetchARB( s2D, ivec2(c2), 2, texel);
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resident |= sparseTexelFetchARB(is2D, ivec2(c2), 2, texel);
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resident |= sparseTexelFetchARB(us2D, ivec2(c2), 2, texel);
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resident |= sparseImageLoadARB(i2D, ic2, texel);
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resident |= sparseImageLoadARB(ii2DMS, ic2, 3, texel);
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resident |= sparseImageLoadARB(ui3D, ic3, utexel);
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outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel);
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} |