24 lines
736 B
GLSL
24 lines
736 B
GLSL
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#version 450
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layout(binding = 0) uniform sampler1D TextureBase;
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layout(binding = 1) uniform sampler1D TextureDetail;
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layout(location = 0) in vec4 VertGeom;
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layout(location = 0) out vec4 FragColor0;
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layout(location = 1) out vec4 FragColor1;
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void main()
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{
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vec4 texSample0 = texture(TextureBase, VertGeom.x);
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vec4 texSample1 = textureOffset(TextureDetail, VertGeom.x, 3);
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ivec4 iResult0 = floatBitsToInt(texSample0);
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ivec4 iResult1 = floatBitsToInt(texSample1);
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FragColor0 = (intBitsToFloat(iResult0) * intBitsToFloat(iResult1));
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uvec4 uResult0 = floatBitsToUint(texSample0);
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uvec4 uResult1 = floatBitsToUint(texSample1);
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FragColor1 = (uintBitsToFloat(uResult0) * uintBitsToFloat(uResult1));
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}
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