#version 450 layout(location = 0) out vec4 FragColor; layout(binding = 0) uniform sampler2D uTexture; layout(binding = 1) uniform sampler1D uTexture2; void main() { FragColor = texelFetchOffset(uTexture, ivec2(gl_FragCoord.xy), 0, ivec2(1, 1)); FragColor += texelFetchOffset(uTexture2, int(gl_FragCoord.x), 0, int(-1)); }