procedural-3d-engine/data/shaders/texturesparseresidency/sparseresidency.frag

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#version 450
#extension GL_ARB_sparse_texture2 : enable
#extension GL_ARB_sparse_texture_clamp : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = vec4(0.0);
// Get residency code for current texel
int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
//#define MIN_LOD
#ifdef MIN_LOD
// Fetch sparse until we get a valid texel
// todo: does not work in SPIR-V with current drivers (will be fixed in a new release)
float minLod = 1.0;
while (!sparseTexelsResidentARB(residencyCode))
{
residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
minLod += 1.0f;
}
#endif
// Check if texel is resident
bool texelResident = sparseTexelsResidentARB(residencyCode);
float lodClamp = 1.0f;
if (texelResident)
{
color = texture(samplerColor, inUV, inLodBias);
}
else
{
color = vec4(1.0, 0.0, 0.0, 0.0);
}
outFragColor = vec4(color.rgb, 1.0);
}