60 lines
1.5 KiB
GLSL
60 lines
1.5 KiB
GLSL
/* 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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} |