#version 450 #extension GL_ARB_sparse_texture2 : require #extension GL_ARB_sparse_texture_clamp : require layout(set = 0, binding = 0) uniform sampler2D uSamp; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vUV; void main() { vec4 texel; int code; code = sparseTextureClampARB(uSamp, vUV, 1.0, texel, 2.0); texel = textureClampARB(uSamp, vUV, 1.0, 2.0); code = sparseTextureOffsetClampARB(uSamp, vUV, ivec2(1, 2), 1.0, texel, 2.0); texel = textureOffsetClampARB(uSamp, vUV, ivec2(1, 2), 1.0, 2.0); code = sparseTextureGradClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), 1.0, texel); texel = textureGradClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), 1.0); code = sparseTextureGradOffsetClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), ivec2(-1, -2), 1.0, texel); texel = textureGradOffsetClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), ivec2(-1, -2), 1.0); }