   format: gl.RG,
                type: gl.HALF_FLOAT
            };

            textureFormats[TextureTypes.RGBA] = {
                internalFormat: gl.RGBA,
                format: gl.RGBA,
                type: gl.UNSIGNED_BYTE
            };

            textureFormats[TextureTypes.RGB8UI] = {
                internalFormat: gl.RGB8UI,
                format: gl.RGB_INTEGER,
                type: gl.UNSIGNED_BYTE
            };

            textureFormats[TextureTypes.RGBA8UI] = {
                inte