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1#version 450
2#extension GL_ARB_sparse_texture2: enable
3
4uniform sampler2D               s2D;
5uniform sampler3D               s3D;
6uniform sampler2DShadow         s2DShadow;
7uniform samplerCubeShadow       sCubeShadow;
8uniform sampler2DArrayShadow    s2DArrayShadow;
9uniform sampler2DRectShadow     s2DRectShadow;
10uniform samplerCubeArrayShadow  sCubeArrayShadow;
11uniform sampler2DMS             s2DMS;
12
13uniform isamplerCube            isCube;
14uniform isampler2DArray         is2DArray;
15
16uniform usamplerCubeArray       usCubeArray;
17uniform usampler2DRect          us2DRect;
18
19layout(rgba32f) uniform image2D i2D;
20layout(rgba32i) uniform iimage3D ii3D;
21layout(rgba32f) uniform image2DMS i2DMS;
22
23in vec2 c2;
24in vec3 c3;
25in vec4 c4;
26
27in flat ivec2 ic2;
28in flat ivec3 ic3;
29
30in flat ivec2 offsets[4];
31
32out vec4 outColor;
33
34void main()
35{
36    int   resident = 0;
37    vec4  texel  = vec4(0.0);
38    ivec4 itexel = ivec4(0);
39    uvec4 utexel = uvec4(0);
40
41    resident |= sparseTextureARB(s2D, c2, texel);
42    resident |= sparseTextureARB(s3D, c3, texel, 2.0);
43    resident |= sparseTextureARB(isCube, c3, itexel);
44    resident |= sparseTextureARB(s2DShadow, c3, texel.x);
45    resident |= sparseTextureARB(sCubeArrayShadow, c4, 1.0, texel.x);
46
47    resident |= sparseTextureLodARB(s2D, c2, 2.0, texel);
48    resident |= sparseTextureLodARB(usCubeArray, c4, 1.0, utexel);
49    resident |= sparseTextureLodARB(s2DShadow, c3, 2.0, texel.y);
50
51    resident |= sparseTextureOffsetARB(s3D, c3, ivec3(2), texel, 2.0);
52    resident |= sparseTextureOffsetARB(us2DRect, c2, ivec2(3), utexel);
53    resident |= sparseTextureOffsetARB(s2DArrayShadow, c4, ivec2(5), texel.z);
54
55    resident |= sparseTexelFetchARB(s2D, ivec2(c2), 2, texel);
56    resident |= sparseTexelFetchARB(us2DRect, ivec2(c2), utexel);
57    resident |= sparseTexelFetchARB(s2DMS, ivec2(c2), 4, texel);
58
59    resident |= sparseTexelFetchOffsetARB(s3D, ivec3(c3), 2, ivec3(4), texel);
60    resident |= sparseTexelFetchOffsetARB(us2DRect, ivec2(c2), ivec2(3), utexel);
61
62    resident |= sparseTextureLodOffsetARB(s2D, c2, 2.0, ivec2(5), texel);
63    resident |= sparseTextureLodOffsetARB(is2DArray, c3, 2.0, ivec2(6), itexel);
64    resident |= sparseTextureLodOffsetARB(s2DShadow, c3, 2.0, ivec2(7), texel.z);
65
66    resident |= sparseTextureGradARB(s3D, c3, c3, c3, texel);
67    resident |= sparseTextureGradARB(sCubeShadow, c4, c3, c3, texel.y);
68    resident |= sparseTextureGradARB(usCubeArray, c4, c3, c3, utexel);
69
70    resident |= sparseTextureGradOffsetARB(s2D, c2, c2, c2, ivec2(5), texel);
71    resident |= sparseTextureGradOffsetARB(s2DRectShadow, c3, c2, c2, ivec2(6), texel.w);
72    resident |= sparseTextureGradOffsetARB(is2DArray, c3, c2, c2, ivec2(2), itexel);
73
74    resident |= sparseTextureGatherARB(s2D, c2, texel);
75    resident |= sparseTextureGatherARB(is2DArray, c3, itexel, 2);
76    resident |= sparseTextureGatherARB(s2DArrayShadow, c3, 2.0, texel);
77
78    resident |= sparseTextureGatherOffsetARB(s2D, c2, ivec2(4), texel);
79    resident |= sparseTextureGatherOffsetARB(is2DArray, c3, ivec2(5), itexel, 2);
80    resident |= sparseTextureGatherOffsetARB(s2DRectShadow, c2, 2.0, ivec2(7), texel);
81
82    resident |= sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel);
83    resident |= sparseTextureGatherOffsetsARB(is2DArray, c3, offsets, itexel, 2);
84    resident |= sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, offsets, texel);
85
86    resident |= sparseImageLoadARB(i2D, ic2, texel);
87    resident |= sparseImageLoadARB(ii3D, ic3, itexel);
88    resident |= sparseImageLoadARB(i2DMS, ic2, 3, texel);
89
90    outColor = sparseTexelsResidentARB(resident) ? texel : vec4(itexel) + vec4(utexel);
91}