| #version 310 es |
| precision mediump float; |
| |
| layout(binding = 0) uniform sampler2D TextureBase; |
| layout(binding = 1) uniform sampler2D 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.xy); |
| vec4 texSample1 = textureOffset(TextureDetail, VertGeom.xy, ivec2(3, 2)); |
| |
| 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)); |
| } |