- glTexImage2D(GL_TEXTURE_2D, 0, GL_R16I, WIDTH, HEIGHT, 0, GL_RED_INTEGER, GL_SHORT, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WIDTH, HEIGHT, 0, GL_RED_INTEGER, GL_INT, nullptr);
+ check_error();
+
+ GLuint coeff2_tex;
+ glGenTextures(1, &coeff2_tex);
+ glBindTexture(GL_TEXTURE_2D, coeff2_tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WIDTH, HEIGHT, 0, GL_RED_INTEGER, GL_INT, nullptr);