Started work on sparsely bound partially resident texture example

This commit is contained in:
saschawillems 2016-09-11 18:42:30 +02:00
parent a66ed812f7
commit 8f2ea86e11
8 changed files with 1132 additions and 0 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
// Required for the sparse* commands used in this shader
#extension GL_ARB_sparse_texture2 : 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()
{
// Get residency code for current texel
int residencyCode = sparseTextureARB(samplerColor, inUV, outFragColor);
// Check if texel is resident
bool texelResident = sparseTexelsResidentARB(residencyCode);
vec4 color;
if (texelResident)
{
color = texture(samplerColor, inUV, inLodBias);
}
else
{
color = vec4(1.0, 0.0, 0.0, 0.0);
}
outFragColor = vec4(color.rgb, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 viewPos;
float lodBias;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
outLodBias = ubo.lodBias;
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(0.0);
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}