I have two questions about textures in GLSL:
1. Is indexing in texture/texture2d/texelfetch row major or column major?
For example, if I want to get a value of pixel in 3rd row and 2nd column which should I use:
or the other way around:Code :vec4 pixelval = texture(samplerTex, vec2(3*row/height, 2*col/width));
?Code :vec4 pixelval = texture(samplerTex, vec2(2*col/width, 3*row/height));
2. Is there any possibility to create texture (GL_RGB, GL_FLOAT) that will not clamp input values to [0 1] range?