Hi there, I’m having trouble with a compute shader (for particles) where I want to use a texture as input. I’ve tried binding a regular texture and using uniform sampler2D uTex
and reading with texture(uTex, uv)
. I also tried declaring the uniform using layout(binding = 1, rgba8) uniform readonly image2D uTex
and reading data using imageLoad(uTex, ivec2(imageSize(uTex) * uv))
(my uv
is from 0 to 1), with no luck, I’m always getting black pixels. (note that for the second case, I had to add a GL_IMAGE_2D case to checkUniformType()
, as mentioned in this thread, so that the uniform setting call doesn’t fail when I pass it texture unit 1. (I’m also activating the appropriate texture unit and binding my texture before running the compute shader)
Has anybody got something similar working (image input to a compute shader in Cinder)?