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