#version 450 #extension GL_ARB_sparse_texture2: enable uniform sampler2D s2D; uniform isampler2D is2D; uniform usampler2D us2D; layout(rgba32f) uniform image2D i2D; layout(rgba32i) uniform iimage2DMS ii2DMS; layout(rgba32ui) uniform uimage3D ui3D; in vec2 c2; in vec3 c3; in vec4 c4; in flat ivec2 ic2; in flat ivec3 ic3; in flat ivec2 offsets[4]; out vec4 outColor; void main() { int resident = 0; vec4 texel = vec4(0.0); ivec4 itexel = ivec4(0); uvec4 utexel = uvec4(0); resident |= sparseTextureARB(s2D, c2, texel); resident |= sparseTextureARB(is2D, c2, texel); resident |= sparseTextureARB(us2D, c2, texel); resident |= sparseTextureLodARB( s2D, c2, 2.0, texel); resident |= sparseTextureLodARB(is2D, c2, 2.0, texel); resident |= sparseTextureLodARB(us2D, c2, 2.0, texel); resident |= sparseTexelFetchARB( s2D, ivec2(c2), 2, texel); resident |= sparseTexelFetchARB(is2D, ivec2(c2), 2, texel); resident |= sparseTexelFetchARB(us2D, ivec2(c2), 2, texel); resident |= sparseImageLoadARB(i2D, ic2, texel); resident |= sparseImageLoadARB(ii2DMS, ic2, 3, texel); resident |= sparseImageLoadARB(ui3D, ic3, utexel); outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel); }