GLSL b&w behavior

Hi GLSL specialists,

I have notice a strange behavior with 2 compiled shaders that I have applied to my project. Both of them are black and white as a default colors. The problem is that I cannon manipulate them with the Channel mix filter neither to compose with other colorful TOPs. And the end everything is in black and white. Any ideas?

Sorry, one of them is not black and white, but also change really weird when trying to manipulate with the Channel mix or the Levels TOPs.

The second I fixed with a constant color.

If you can post the shaders it will be easier to help - it’s hard to know otherwise what might be happening.

This one for example. This is the most freaky. For the others I found some strange combinations of TOPs to achieve the desired color results.

I am not sure if it is a problem with the graphic card cause I also have some flickering from time to time (with this particular glitch trails…)
glitch shader.7.toe (5.06 KB)

Tested with:
Win10
GTX 1060
TouchDesigner 088

I think this might be a mis-match in bit depth?

It looks like your glsl TOP is 32 bit, but your constant is only 8 bit. If I change the bit depth of the constant to match the glsl TOP I see results that look consistent with what I’d expect.

Thank you for checking. I still have problems with this particular shader. The final null is not matching the Base Comp preview; no levels can be applied; from time to time when diving into the Base the shader stops running…etc

Probably it’s from the code or something with my graphic card. I am with NVidia GeForce