#version 450 core #extension GL_ARB_sparse_texture2: enable #extension GL_AMD_texture_gather_bias_lod: enable uniform sampler2D s2D; uniform sampler2DArray s2DArray; uniform samplerCube sCube; uniform samplerCubeArray sCubeArray; in vec2 c2; in vec3 c3; in vec4 c4; in float lod; in float bias; out vec4 fragColor; void main() { vec4 texel = vec4(0.0); vec4 result = vec4(0.0); const ivec2 offsets[4] = { ivec2(0, 0), ivec2(0, 1), ivec2(1, 0), ivec2(1, 1) }; texel += textureGather(s2D, c2, 0, bias); texel += textureGather(s2DArray, c3, 1, bias); texel += textureGather(sCube, c3, 2, bias); texel += textureGather(sCubeArray, c4, 3, bias); texel += textureGatherOffset(s2D, c2, offsets[0], 0, bias); texel += textureGatherOffset(s2DArray, c3, offsets[1], 1, bias); texel += textureGatherOffsets(s2D, c2, offsets, 0, bias); texel += textureGatherOffsets(s2DArray, c3, offsets, 1, bias); sparseTextureGatherARB(s2D, c2, result, 0, bias); texel += result; sparseTextureGatherARB(s2DArray, c3, result, 1, bias); texel += result; sparseTextureGatherARB(sCube, c3, result, 2, bias); texel += result; sparseTextureGatherARB(sCubeArray, c4, result, 2, bias); texel += result; sparseTextureGatherOffsetARB(s2D, c2, offsets[0], result, 0, bias); texel += result; sparseTextureGatherOffsetARB(s2DArray, c3, offsets[1], result, 1, bias); texel += result; sparseTextureGatherOffsetsARB(s2D, c2, offsets, result, 0, bias); texel += result; sparseTextureGatherOffsetsARB(s2DArray, c3, offsets, result, 1, bias); texel += result; texel += textureGatherLodAMD(s2D, c2, lod); texel += textureGatherLodAMD(s2DArray, c3, lod, 1); texel += textureGatherLodAMD(sCube, c3, lod, 2); texel += textureGatherLodAMD(sCubeArray, c4, lod, 3); texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]); texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1); texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets); texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1); sparseTextureGatherLodAMD(s2D, c2, lod, result); texel += result; sparseTextureGatherLodAMD(s2DArray, c3, lod, result, 1); texel += result; sparseTextureGatherLodAMD(sCube, c3, lod, result, 2); texel += result; sparseTextureGatherLodAMD(sCubeArray, c4, lod, result, 2); texel += result; sparseTextureGatherLodOffsetAMD(s2D, c2, lod, offsets[0], result); texel += result; sparseTextureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], result, 1); texel += result; sparseTextureGatherLodOffsetsAMD(s2D, c2, lod, offsets, result); texel += result; sparseTextureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, result, 1); texel += result; fragColor = texel; }