| #version 450 |
| #extension GL_ARB_sparse_texture2 : require |
| #extension GL_ARB_sparse_texture_clamp : require |
| |
| layout(set = 0, binding = 0) uniform sampler2D uSamp; |
| layout(location = 0) out vec4 FragColor; |
| layout(location = 0) in vec2 vUV; |
| |
| void main() |
| { |
| vec4 texel; |
| int code; |
| |
| code = sparseTextureClampARB(uSamp, vUV, 1.0, texel, 2.0); |
| texel = textureClampARB(uSamp, vUV, 1.0, 2.0); |
| code = sparseTextureOffsetClampARB(uSamp, vUV, ivec2(1, 2), 1.0, texel, 2.0); |
| texel = textureOffsetClampARB(uSamp, vUV, ivec2(1, 2), 1.0, 2.0); |
| code = sparseTextureGradClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), 1.0, texel); |
| texel = textureGradClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), 1.0); |
| code = sparseTextureGradOffsetClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), ivec2(-1, -2), 1.0, texel); |
| texel = textureGradOffsetClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), ivec2(-1, -2), 1.0); |
| } |
| |