Is it possible to pass a 3D RGBA32F texture to shader as a type that is compatible with the imageAtomic operations (i.e. R32F), and then modifying somehow the ivec3 index such that the appropriate components of the RGBA32F texture are accessed deterministically?
I know this is possible with buffer's where the indexing is much more straight forward, but the ivec3 would seem to prevent clever index manipulation.