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 = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
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);
// Fetch sparse until we get a valid texel
float minLod = 1.0;
while (!sparseTexelsResidentARB(residencyCode))
{
residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
minLod += 1.0f;
}
// Check if texel is resident
bool texelResident = sparseTexelsResidentARB(residencyCode);
if (!texelResident)
{
color = vec4(1.0, 0.0, 0.0, 0.0);
}
vec3 N = normalize(inNormal);
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N = normalize((inNormal - 0.5) * 2.0);
vec3 L = normalize(inLightVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.25) * color.rgb;
outFragColor = vec4(diffuse, 1.0);
}