#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 = 0) out vec4 outFragColor; void main() { vec4 color = vec4(0.0); // 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 { color = vec4(1.0, 0.0, 0.0, 0.0); } outFragColor = vec4(color.rgb, 1.0); }