#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; }