Yes, the shader does not compile: uniform usampler2D u_sourceTexture; vec4 sample(ivec2 pixelCoords) { // fetch from base LOD level return texelFetch(u_sourceTexture, clampPixelCoords(pixelCoords), 0); } Since texture is usampler2D, texelFetch returns uvec4, i.e. vector unsigned, while the function should return vec4, i.e. vector of floats. However, according to official docs , it should work: So it looks like an issue in the driver. Try to put
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