47 lines
No EOL
1.1 KiB
GLSL
47 lines
No EOL
1.1 KiB
GLSL
#version 450
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#extension GL_ARB_sparse_texture2 : enable
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#extension GL_ARB_sparse_texture_clamp : 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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vec4 color = vec4(0.0);
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// Get residency code for current texel
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int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
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// Fetch sparse until we get a valid texel
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float minLod = 1.0;
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while (!sparseTexelsResidentARB(residencyCode))
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{
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residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
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minLod += 1.0f;
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}
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// Check if texel is resident
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bool texelResident = sparseTexelsResidentARB(residencyCode);
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if (!texelResident)
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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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vec3 N = normalize(inNormal);
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N = normalize((inNormal - 0.5) * 2.0);
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vec3 L = normalize(inLightVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.25) * color.rgb;
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outFragColor = vec4(diffuse, 1.0);
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} |