Hi, in short I am trying to access an integer texture (GL_RGBA32I) within a compute shader.
This is how I declare the uniform:
layout (rgba32i) uniform image1D some_texture;
and my glsl compiler tells me the following error for this line of code:
error C1318: can't apply layout(rgba32i) to image type "image1D"
since the shader doesnt even compile I have no clue what to do to fix this (apparently all the int and uint formats won't compile). I do have a context set up with OpenGL 4.4
floating point formats work just fine (I've been working with them for quite a while now, but i'd like to store cluster information in 32 bit ints now), the *i and *ui formats are troublesome.
Is it, that I missed something in the specs, but that would be a huge drawback, if there are no integer formats in computeshader?
I appreciate your help,