imageStore - OpenGL ES 3.1 Reference Pages

## Name

imageStore — write a single texel into an image

## Declaration

`void imageStore(` | gimage2D image,
| ivec2 P,
| gvec4 data`)`;

`void imageStore(` | gimage3D image,
| ivec3 P,
| gvec4 data`)`;

`void imageStore(` | gimageCube image,
| ivec3 P,
| gvec4 data`)`;

`void imageStore(` | gimage2DArray image,
| ivec3 P,
| gvec4 data`)`;

## Parameters

`image`

  Specify the image unit into which to store a texel.

`P`

  Specify the coordinate at which to store the texel.

`data`

  Specifies the data to store into the image.

## Description

`imageStore` stores `data` into the texel at the coordinate `P` from the image specified by `image`. When `image` and `P` identify a valid texel, the bits used to represent data are converted to the format of the image unit in the manner described in of the OpenGL Specification and stored to the specified texel.

## Version Support

| OpenGL ES Shading Language Version
--- | ---
Function Name | 1.00 | 3.00 | 3.10
`imageStore` | - | - | ✔

## See Also

imageLoad

## Copyright

Copyright © 2011-2015 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.