Is there a way to use unsigned shorts in a glsl compute shader? I noticed that the supported data types do not mention unsigned short - ony 32 bit types like int, float unsigned int.
I have a buffer of unsigned shorts that I am reading into the compute shader. I also write out to this buffer. If unsigned short is not supported, then I will have to
a) convert the unsigned short into floats before sending them to the compute shader
b)Strip out the extra bits and store 2 bytes worth of data into the buffer inside the compute shader (NOT SURE IF THIS IS THE BEST APPROACH).
Any suggestions from previous experiences?