#version 450 #extension GL_ARB_sparse_texture2 : require struct ResType { uint _m0; vec4 _m1; }; layout(binding = 0) uniform sampler2D uSamp; layout(location = 0) in vec2 vUV; void main() { uint _30; vec4 _31; _30 = sparseTextureARB(uSamp, vUV, _31); ResType _26 = ResType(_30, _31); vec4 texel = _26._m1; bool ret = sparseTexelsResidentARB(int(_26._m0)); }