#version 450 #extension GL_ARB_sparse_texture2: enable uniform sampler2D s2D; uniform sampler3D s3D; uniform sampler2DShadow s2DShadow; uniform samplerCubeShadow sCubeShadow; uniform sampler2DArrayShadow s2DArrayShadow; uniform sampler2DRectShadow s2DRectShadow; uniform samplerCubeArrayShadow sCubeArrayShadow; uniform sampler2DMS s2DMS; uniform isamplerCube isCube; uniform isampler2DArray is2DArray; uniform usamplerCubeArray usCubeArray; uniform usampler2DRect us2DRect; layout(rgba32f) uniform image2D i2D; layout(rgba32i) uniform iimage3D ii3D; layout(rgba32f) uniform image2DMS i2DMS; in vec2 c2; in vec3 c3; in vec4 c4; in flat ivec2 ic2; in flat ivec3 ic3; 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(s3D, c3, texel, 2.0); resident |= sparseTextureARB(isCube, c3, itexel); resident |= sparseTextureARB(s2DShadow, c3, texel.x); resident |= sparseTextureARB(sCubeArrayShadow, c4, 1.0, texel.x); resident |= sparseTextureLodARB(s2D, c2, 2.0, texel); resident |= sparseTextureLodARB(usCubeArray, c4, 1.0, utexel); resident |= sparseTextureLodARB(s2DShadow, c3, 2.0, texel.y); resident |= sparseTextureOffsetARB(s3D, c3, ivec3(2), texel, 2.0); resident |= sparseTextureOffsetARB(us2DRect, c2, ivec2(3), utexel); resident |= sparseTextureOffsetARB(s2DArrayShadow, c4, ivec2(5), texel.z); resident |= sparseTexelFetchARB(s2D, ivec2(c2), 2, texel); resident |= sparseTexelFetchARB(us2DRect, ivec2(c2), utexel); resident |= sparseTexelFetchARB(s2DMS, ivec2(c2), 4, texel); resident |= sparseTexelFetchOffsetARB(s3D, ivec3(c3), 2, ivec3(4), texel); resident |= sparseTexelFetchOffsetARB(us2DRect, ivec2(c2), ivec2(3), utexel); resident |= sparseTextureLodOffsetARB(s2D, c2, 2.0, ivec2(5), texel); resident |= sparseTextureLodOffsetARB(is2DArray, c3, 2.0, ivec2(6), itexel); resident |= sparseTextureLodOffsetARB(s2DShadow, c3, 2.0, ivec2(7), texel.z); resident |= sparseTextureGradARB(s3D, c3, c3, c3, texel); resident |= sparseTextureGradARB(sCubeShadow, c4, c3, c3, texel.y); resident |= sparseTextureGradARB(usCubeArray, c4, c3, c3, utexel); resident |= sparseTextureGradOffsetARB(s2D, c2, c2, c2, ivec2(5), texel); resident |= sparseTextureGradOffsetARB(s2DRectShadow, c3, c2, c2, ivec2(6), texel.w); resident |= sparseTextureGradOffsetARB(is2DArray, c3, c2, c2, ivec2(2), itexel); resident |= sparseTextureGatherARB(s2D, c2, texel); resident |= sparseTextureGatherARB(is2DArray, c3, itexel, 2); resident |= sparseTextureGatherARB(s2DArrayShadow, c3, 2.0, texel); resident |= sparseTextureGatherOffsetARB(s2D, c2, ivec2(4), texel); resident |= sparseTextureGatherOffsetARB(is2DArray, c3, ivec2(5), itexel, 2); resident |= sparseTextureGatherOffsetARB(s2DRectShadow, c2, 2.0, ivec2(7), texel); const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0)); resident |= sparseTextureGatherOffsetsARB(s2D, c2, constOffsets, texel); resident |= sparseTextureGatherOffsetsARB(is2DArray, c3, constOffsets, itexel, 2); resident |= sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, constOffsets, texel); resident |= sparseImageLoadARB(i2D, ic2, texel); resident |= sparseImageLoadARB(ii3D, ic3, itexel); resident |= sparseImageLoadARB(i2DMS, ic2, 3, texel); outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel); }