| #version 450 core |
| #extension GL_ARB_sparse_texture2 : enable |
| layout(location = 0) in highp vec4 a_position; |
| layout(location = 4) in highp vec2 a_in0; |
| layout(location = 5) in highp float a_in1; |
| layout(location = 10) in highp ivec2 offsetValue; |
| layout(location = 0) out mediump vec4 v_color0; |
| layout(location = 1) out mediump vec4 v_color1; |
| layout(location = 2) out mediump vec4 v_color2; |
| layout(location = 3) out mediump vec4 v_color3; |
| layout(set = 0, binding = 0) uniform highp sampler2D u_sampler; |
| layout(set = 0, binding = 1) uniform buf0 { highp vec4 u_scale; }; |
| layout(set = 0, binding = 2) uniform buf1 { highp vec4 u_bias; }; |
| out gl_PerVertex { |
| vec4 gl_Position; |
| }; |
| |
| void main() |
| { |
| gl_Position = a_position; |
| vec4 aux0; |
| vec4 aux1; |
| vec4 aux2; |
| vec4 aux3; |
| |
| int ret0 = sparseTextureOffsetARB(u_sampler, a_in0, offsetValue, aux0); |
| int ret1 = sparseTexelFetchOffsetARB(u_sampler, ivec2(a_in0), int(a_in1), offsetValue, aux1); |
| int ret2 = sparseTextureLodOffsetARB(u_sampler, a_in0, a_in1, offsetValue, aux2); |
| int ret3 = sparseTextureGradOffsetARB(u_sampler, a_in0, vec2(a_in1, a_in1), vec2(a_in1, a_in1), offsetValue, aux3); |
| |
| v_color0 = aux0 * u_scale + u_bias; |
| v_color1 = aux1 * u_scale + u_bias; |
| v_color2 = aux2 * u_scale + u_bias; |
| v_color3 = aux3 * u_scale + u_bias; |
| } |