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GLSL - Storing custom data into texture.

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[font="Calibri"]Greetings,

[/font]
[font="Calibri"]In the making of an Indexed Lighting shader, each sampler's pixel contains a light color. I’m wondering what would be the correct syntax to retrieve a single pixel color using a texture 1d.[/font]

uniform sampler1D u_LightColors;

void main(void)
{
vec4 l_lightColor;

for (int i = 0; i< 8; ++i)
{
l_lightColor = texture(u_LightColors, i);
…SNIP

[font="Calibri"]It does not seems to work so far, what am I missing?[/font]

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dunno if there is an exception with 1d textures you are using, but aren't texcoords in the intervall [0, 1] ?
also u have to be carefull about texture filtering at look(use linear and offset the texcoords by half an pixel)


const float texsize = 8;
const halfpixel = 1./texsize * 0.5;
for (int i = 0; i< 8; ++i){

l_lightColor = texture(u_LightColors, i/texsize + halfpixel)

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