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- #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);
- }
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