Hi J.P.,
we're using unclamped textures just fine. Also have a look at the difference between glFragColor and glFragData.
I think you misunderstood the actual problem. The texture is not written by a fragment shader. I'm filling the texture from the client side and it is inside the vertex shader where clamped values are returned by the texture sampler. And this happens for GL_R32F but not for GL_RGBA32F or GL_LUMINANCE32F.

Anyways, as I stated in my previous mail I'll just use GL_LUMINANCE32F instead of GL_32F.

Thanks and cheers,
Juan
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