title: GLSL big-endian/little-endian compatibility
body: <p>In my pixel format, I have the following union (c++ end):</p>
  <pre><code>union
  {
      int mInteger;
      struct
      {
          short mData1;
          short mData2;
      };
  };
  </code></pre>
  <p>in GLSL I want to access whatever's in mData1... so I do this:</p>
  <pre><code>layout (location=4) in uint input_mInteger;
  ...
  uint access_mData1=(input_mInteger&amp;uint(0x0000FFFF));
  // Do something with access_mData1...
  </code></pre>
  <p>My question is... will that work on both BigEndian and LittleEndian systems?  Or will I have to switch my and mask to 0xFFFF0000 (and will it otherwise be the same code, or will I need to do even more work to access the value in the low word of mInteger?)</p>