Started work on sparsely bound partially resident texture example
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data/shaders/texturesparseresidency/sparseresidency.frag
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data/shaders/texturesparseresidency/sparseresidency.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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// Required for the sparse* commands used in this shader
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#extension GL_ARB_sparse_texture2 : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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// Get residency code for current texel
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int residencyCode = sparseTextureARB(samplerColor, inUV, outFragColor);
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// Check if texel is resident
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bool texelResident = sparseTexelsResidentARB(residencyCode);
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vec4 color;
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if (texelResident)
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{
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color = texture(samplerColor, inUV, inLodBias);
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}
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else
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{
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color = vec4(1.0, 0.0, 0.0, 0.0);
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}
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outFragColor = vec4(color.rgb, 1.0);
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}
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