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https://github.com/RPCS3/glslang.git
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91 lines
3.6 KiB
GLSL
91 lines
3.6 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 sampler3D s3D;
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uniform sampler2DShadow s2DShadow;
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uniform samplerCubeShadow sCubeShadow;
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uniform sampler2DArrayShadow s2DArrayShadow;
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uniform sampler2DRectShadow s2DRectShadow;
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uniform samplerCubeArrayShadow sCubeArrayShadow;
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uniform sampler2DMS s2DMS;
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uniform isamplerCube isCube;
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uniform isampler2DArray is2DArray;
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uniform usamplerCubeArray usCubeArray;
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uniform usampler2DRect us2DRect;
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layout(rgba32f) uniform image2D i2D;
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layout(rgba32i) uniform iimage3D ii3D;
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layout(rgba32f) uniform image2DMS i2DMS;
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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(s3D, c3, texel, 2.0);
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resident |= sparseTextureARB(isCube, c3, itexel);
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resident |= sparseTextureARB(s2DShadow, c3, texel.x);
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resident |= sparseTextureARB(sCubeArrayShadow, c4, 1.0, texel.x);
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resident |= sparseTextureLodARB(s2D, c2, 2.0, texel);
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resident |= sparseTextureLodARB(usCubeArray, c4, 1.0, utexel);
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resident |= sparseTextureLodARB(s2DShadow, c3, 2.0, texel.y);
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resident |= sparseTextureOffsetARB(s3D, c3, ivec3(2), texel, 2.0);
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resident |= sparseTextureOffsetARB(us2DRect, c2, ivec2(3), utexel);
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resident |= sparseTextureOffsetARB(s2DArrayShadow, c4, ivec2(5), texel.z);
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resident |= sparseTexelFetchARB(s2D, ivec2(c2), 2, texel);
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resident |= sparseTexelFetchARB(us2DRect, ivec2(c2), utexel);
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resident |= sparseTexelFetchARB(s2DMS, ivec2(c2), 4, texel);
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resident |= sparseTexelFetchOffsetARB(s3D, ivec3(c3), 2, ivec3(4), texel);
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resident |= sparseTexelFetchOffsetARB(us2DRect, ivec2(c2), ivec2(3), utexel);
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resident |= sparseTextureLodOffsetARB(s2D, c2, 2.0, ivec2(5), texel);
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resident |= sparseTextureLodOffsetARB(is2DArray, c3, 2.0, ivec2(6), itexel);
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resident |= sparseTextureLodOffsetARB(s2DShadow, c3, 2.0, ivec2(7), texel.z);
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resident |= sparseTextureGradARB(s3D, c3, c3, c3, texel);
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resident |= sparseTextureGradARB(sCubeShadow, c4, c3, c3, texel.y);
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resident |= sparseTextureGradARB(usCubeArray, c4, c3, c3, utexel);
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resident |= sparseTextureGradOffsetARB(s2D, c2, c2, c2, ivec2(5), texel);
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resident |= sparseTextureGradOffsetARB(s2DRectShadow, c3, c2, c2, ivec2(6), texel.w);
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resident |= sparseTextureGradOffsetARB(is2DArray, c3, c2, c2, ivec2(2), itexel);
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resident |= sparseTextureGatherARB(s2D, c2, texel);
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resident |= sparseTextureGatherARB(is2DArray, c3, itexel, 2);
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resident |= sparseTextureGatherARB(s2DArrayShadow, c3, 2.0, texel);
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resident |= sparseTextureGatherOffsetARB(s2D, c2, ivec2(4), texel);
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resident |= sparseTextureGatherOffsetARB(is2DArray, c3, ivec2(5), itexel, 2);
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resident |= sparseTextureGatherOffsetARB(s2DRectShadow, c2, 2.0, ivec2(7), texel);
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resident |= sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel);
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resident |= sparseTextureGatherOffsetsARB(is2DArray, c3, offsets, itexel, 2);
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resident |= sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, offsets, texel);
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resident |= sparseImageLoadARB(i2D, ic2, texel);
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resident |= sparseImageLoadARB(ii3D, ic3, itexel);
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resident |= sparseImageLoadARB(i2DMS, ic2, 3, texel);
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outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel);
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} |