Use sparse texture clamp to find first populated mip level for texels

This commit is contained in:
saschawillems 2016-10-01 13:54:50 +02:00
parent 372e7d74a2
commit ab792d6a3d
4 changed files with 19 additions and 22 deletions

View file

@ -7,6 +7,9 @@ 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;
@ -17,29 +20,26 @@ void main()
// 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
if (!texelResident)
{
color = vec4(1.0, 0.0, 0.0, 0.0);
}
outFragColor = vec4(color.rgb, 1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.25) * color.rgb;
outFragColor = vec4(diffuse, 1.0);
// outFragColor = vec4(color.rgb, 1.0);
}