glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8I, WIDTH, HEIGHT, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, pix_y);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, WIDTH, HEIGHT, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, pix_y);
check_error();
// Make destination textures.
glBindImageTexture(2, ac2_ac5_tex, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R16UI);
glBindImageTexture(3, ac3_tex, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R8I);
glBindImageTexture(4, ac4_tex, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R8I);
- glBindImageTexture(5, y_tex, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8I);
+ glBindImageTexture(5, y_tex, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8UI);
check_error();
steady_clock::time_point start = steady_clock::now();