build_shader(struct radv_device *dev)
{
const struct glsl_type *sampler_type_2d =
- glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, true, GLSL_TYPE_FLOAT);
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, true, GLSL_TYPE_UINT);
const struct glsl_type *sampler_type_3d =
- glsl_sampler_type(GLSL_SAMPLER_DIM_3D, false, false, GLSL_TYPE_FLOAT);
+ glsl_sampler_type(GLSL_SAMPLER_DIM_3D, false, false, GLSL_TYPE_UINT);
const struct glsl_type *img_type_2d =
glsl_image_type(GLSL_SAMPLER_DIM_2D, true, GLSL_TYPE_FLOAT);
const struct glsl_type *img_type_3d =