So I’m using these 3 lines in my vertex shader:
vec4 buf = imageLoad(mTD2DImageOutputs, ivec2(0,0) ); buf.x += 0.01; imageStore(mTD2DImageOutputs, ivec2(0,0) , buf );
The value being written I’d expect to climb by the increment of 0.01 each frame, since I’m reading it from the buffer, incrementing, then writing it out again.
In the docs, it says this about the access parameter:
Controls how the output textures will be accessed. If the textures will be read from (such as using previous frame’s values), then the access should be changed to Read-Write instead of Write Only.
Is there something broken here? Or am I using imageLoad and imageStore incorrectly?