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