Problem with Sampling Layered Texture Array (Depth)
Problem is accessing depth (internal format) texture array in the shader and writing it to some output.
My hardware is GL4.2 (AMD 5750) - drivers Catalyst 13.1
And here is the screenshot of the whole thing in PerfStudio frame debugger:
As you can see, in the fragment shader, FS (the only texture binded) is is GL_DEPTH_COMPONENT binded to sampler2DArray, I just fetch the first array slice and put it in first RT (RT) but the result is always zero. I even tried fetching texture with texelFetch and the result is the same. I also included the shot of the source texture array info. the shots are pretty self explanatory.