I pre-calculate some values into a Vector.<Number>
(I've tried ByteArray, too), as float3 output with one shader. In
the other, I want to use that result as an input, along with a
texture (which needs to be image4).
But when I start the second ShaderJob, I keep getting an
exception: "The shader input map lacks valid dimensions", where
'map' is the output of the first shader as
float3/Vector.<Number> that I try to pass as image3 input.
When I check the vector's length, it's width*height*3 as expected.
What could cause this exception? Can't I mix different input
types in a shader?
You will have to specify the width and the height of the
vector that you are providing. In the below code snippet, I have a
shader that has two inputs, one of type image4, canyonData, and the
other of type image3, vectorInput.