Can anyone tell me what happens when a FrameBuffer colour attachment has the internal format GL_R11F_G11F_B10F.
My shaders are generic and desinged to work with RGBA framebuffers and out put different values into the RGB and alpha channels (it’s a deferred shader and each component has a different meaning).
My question is: How does gl_FragData() with it’s 4 component RGBA output map to R11F_G11F_B10F. They are both 32-bit in total, but the format does not have an alpha channel so what happens in my shader when I set the alpha component?