bgfx/3rdparty/glslang/Test/spv.sparseTextureClamp.frag

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2016-12-16 01:19:54 +03:00
#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);
}