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@ -9,7 +9,7 @@ layout(binding = 0) uniform sampler2D color_texture; |
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void main() { |
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ivec2 coord = ivec2(gl_FragCoord.xy); |
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uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); |
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uvec4 color = uvec4(texelFetch(color_texture, coord, 0).abgr * (exp2(8) - 1.0f)); |
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uvec4 bytes = color << uvec4(24, 16, 8, 0); |
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uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w; |
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