#version 450 #extension GL_ARB_sparse_texture2 : require #extension GL_ARB_sparse_texture_clamp : require struct ResType { int _m0; vec4 _m1; }; layout(binding = 0) uniform sampler2D uSamp; layout(location = 0) in vec2 vUV; void main() { int _66; vec4 _67; _66 = sparseTextureClampARB(uSamp, vUV, 1.0, _67, 2.0); ResType _25 = ResType(_66, _67); vec4 texel = _25._m1; int code = _25._m0; texel = textureClampARB(uSamp, vUV, 1.0, 2.0); int _68; vec4 _69; _68 = sparseTextureOffsetClampARB(uSamp, vUV, ivec2(1, 2), 1.0, _69, 2.0); ResType _37 = ResType(_68, _69); texel = _37._m1; code = _37._m0; texel = textureOffsetClampARB(uSamp, vUV, ivec2(1, 2), 1.0, 2.0); int _70; vec4 _71; _70 = sparseTextureGradClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), 1.0, _71); ResType _47 = ResType(_70, _71); texel = _47._m1; code = _47._m0; texel = textureGradClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), 1.0); int _72; vec4 _73; _72 = sparseTextureGradOffsetClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), ivec2(-1, -2), 1.0, _73); ResType _58 = ResType(_72, _73); texel = _58._m1; code = _58._m0; texel = textureGradOffsetClampARB(uSamp, vUV, vec2(1.0), vec2(2.0), ivec2(-1, -2), 1.0); }