Compute shader and GL_TEXTURE_2D_ARRAY

Hi,

I try to read some data in a FBO (GL_TEXTURE_2D_ARRAY) that contains fragment normals and position to do defered shading in a compute shader.
All the data i read seems to be 0. My FBO is not empty and contains good datas when i display it and my fbo is correectly binded.

I try to acess it like this :


layout (binding=0)  uniform sampler2D inColor;
layout (binding=1)  uniform sampler2D inNormal;

....

void main(void)	
{
	const uint i= gl_GlobalInvocationID.x;
	const uint x = i%1024;
	const uint y = (i-x)/1024;
	const ivec2 storepos = ivec2(x,y);//gl_GlobalInvocationID.xy);
	vec2 coord   =  vec2(storepos)/vec2(1024.0);
	vec4 pos       =	texture2D(inColor,coord); 
	vec4 norm    =  texture2D(inNormal,coord);

	value[i] = queryHardShadow(pos,norm); //my wonderfull work xD
//	value[i] = pos.x; always black if displayed 
}	

Any on have an idea?

Thanks!

Shouldn’t the samplers be of type sampler2DArray if you want to use them with array textures (you’ll need vec3 texcoords in that case as well).

Ho, it must be better…

So i try :

layout (binding=0)  uniform sampler2DArray inColor;
....

vec3 norm = texture(inColor,vec3(coord,1)).xyz;

But it still return me dummy vec3(0)…

I assume it is intentional that you are reading from layer 1 (you are passing in vec3(coord, 1)) and that your array texture has at least two layers filled with real data? Other than that I don’t know what’s wrong, you could try running in a debug context and see if there are any messages or under an OpenGL debugger.

It works! I’ve forgotten to bind my fbo as texture color.

Thanks!

A screen shot of new kind of shadow volumes with an hudge model!

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