#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 = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; 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); // Fetch sparse until we get a valid texel float minLod = 1.0; while (!sparseTexelsResidentARB(residencyCode)) { residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color); minLod += 1.0f; } // Check if texel is resident bool texelResident = sparseTexelsResidentARB(residencyCode); if (!texelResident) { color = vec4(1.0, 0.0, 0.0, 0.0); } vec3 N = normalize(inNormal); N = normalize((inNormal - 0.5) * 2.0); vec3 L = normalize(inLightVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), 0.25) * color.rgb; outFragColor = vec4(diffuse, 1.0); }