#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); }