mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-18 08:47:37 +00:00
70 lines
3.0 KiB
GLSL
70 lines
3.0 KiB
GLSL
#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);
|
|
} |