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