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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#version 450
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#extension GL_ARB_sparse_texture2 : enable
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layout(binding = 1) uniform sampler2D texSampler;
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layout(binding = 2) uniform settingsData {
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bool color_highlight;
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int minLOD;
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int maxLOD;
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} settings;
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layout(location = 0) in vec2 fragTexCoord;
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layout(location = 0) out vec4 fragOutColor;
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vec3 color_blend_table[5] =
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{
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{1.00, 1.00, 1.00},
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{0.80, 0.60, 0.40},
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{0.60, 0.80, 0.60},
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{0.40, 0.60, 0.80},
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{0.20, 0.20, 0.20},
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};
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void main() {
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vec4 color = vec4(0.0);
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int lod = settings.minLOD;
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int residencyCode = sparseTextureLodARB(texSampler, fragTexCoord, lod, color);
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for(++lod; (lod <= settings.maxLOD) && !sparseTexelsResidentARB(residencyCode); ++lod)
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{
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residencyCode = sparseTextureLodARB(texSampler, fragTexCoord, lod, color);
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}
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if (settings.color_highlight)
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{
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lod -= 1;
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color.xyz = (color.xyz * color_blend_table[lod]);
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}
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fragOutColor = color;
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#version 450
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layout(binding = 0) uniform mvpTransform {
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mat4 model;
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mat4 view;
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mat4 proj;
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} mvp;
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 0) out vec2 fragTexCoord;
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void main() {
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gl_Position = mvp.proj * mvp.view * mvp.model * vec4(inPosition, 0.0, 1.0);
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fragTexCoord = inTexCoord;
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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struct SettingsData
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{
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bool color_highlight;
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int minLOD;
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int maxLOD;
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};
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[[vk::binding(2, 0)]]
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ConstantBuffer<SettingsData> settings : register(b2);
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static float3 color_blend_table[5] =
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{
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{1.00, 1.00, 1.00},
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{0.80, 0.60, 0.40},
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{0.60, 0.80, 0.60},
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{0.40, 0.60, 0.80},
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{0.20, 0.20, 0.20},
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float4 color = float4(0.0, 0.0, 0.0, 1.0);
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int lod = settings.minLOD;
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uint residencyCode;
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do
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{
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color = textureColor.SampleLevel(samplerColor, input.UV, lod, 0, residencyCode);
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lod += 1.0f;
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} while (!CheckAccessFullyMapped(residencyCode));
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if (settings.color_highlight)
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{
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lod -= 1;
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color.xyz = (color.xyz * color_blend_table[lod]);
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}
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return color;
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct MvpTransform
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{
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float4x4 model;
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float4x4 view;
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float4x4 proj;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<MvpTransform> mvp : register(b0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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output.UV = input.UV;
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output.Pos = mul(mvp.proj, mul(mvp.view, mul(mvp.model, float4(input.Pos.xyz, 1.0))));
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return output;
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}
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