#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); }