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