I have a shader that uses a R32G32B32A32 Texture3D which I populate with my own data for a volumetric render based on Engel's "Real Time Volume Rendering" book (chapter on single pass ray casting on the GPU). On my Nvidia card I can see the cubic volume and the internal rendering works well. On my Radeon card the entire cube is super saturated as if there is no blending going on. This only happens on ATI cards so I'm not sure how to proceed further with this issue.
Any help would be greatly appreciated!