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Home/ Questions/Q 8142367
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Editorial Team
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Editorial Team
Asked: June 6, 20262026-06-06T12:47:50+00:00 2026-06-06T12:47:50+00:00

I load a texture with grayscale image using GL_LUMINANCE format. when i use float

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I load a texture with grayscale image using GL_LUMINANCE format.

when i use float NP = texture2D(input1, textureCoordinate).r; in the fragment shader the program fails.

is it possible to read the pixel grayscale value or am i limited to work with 4 channels only?

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  1. Editorial Team
    Editorial Team
    2026-06-06T12:47:51+00:00Added an answer on June 6, 2026 at 12:47 pm

    Sure. Here is some GL code the loads a “height map” (grays levels stored as float‘s).
    The texture is stored in unit 0.

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureNames[0]);
    ...
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
                 heightMap.W, heightMap.H, 0,
                 GL_LUMINANCE, GL_FLOAT, &heightMap.elev[0]);
    

    Here is the pertinent code from my vertex shader. The uniform HeightMap is 0 (unit 0).

     float z = texture2D(HeightMap, TexCoord0).x * ElevScale + ElevShift;
    

    Works like a charm.

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