RESOLVED: Compute shader mystery error keeps writing alpha in some places?

Hello there,

I’m trying to do a simple sort example within each local group but for some reason I get gaps in my output that are replaced by vec4(0). I’ve limited the range of gl_GlobalInvocationID so that indexing out of bounds can’t happen, and even tried to check when alpha is 0, and instead write a red pixel but that fails too. I’m using touch on a AMD radeon gpu if that makes any difference. Here’s my little example network.
why_alphas_creep_in.tox (1.5 KB)

apologies folks, I’m pretty sure these 0 pixels creep in not because something is incorrectly writing to them, but instead that nothing wrote to that pixel and the mystery alpha pixels are just from the background clear that starts each frame.

closing for now.