According documentation i can create HDR compressed texture, so i do this:
funcs->glGenTextures(1, &newCompressedTexture);
funcs->glActiveTexture(GL_TEXTURE0 + g_cTileTextureUnit);
funcs->glBindTexture(GL_TEXTURE_2D, newCompressedTexture);
funcs->glTexStorage2D(GL_TEXTURE_2D, 1, oglTileInfo.m_compressedInternalFormat, g_cTileWidthWithBorder, g_cTileWidthWithBorder);
funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, g_cTileWidthWithBorder, g_cTileWidthWithBorder, GL_RED, GL_FLOAT, getUncompressedData().rData()._m_data.data());
Where oglTileInfo.m_compressedInternalFormat is GL_COMPRESSED_RED_RGTC1 or GL_COMPRESSED_RGBA_ASTC_4x4_KHR. There is no any gl errors, shader works correctly, but value which i am getting by texture() is clamped between [0,1] and its depth only 8 bit. Everything works ok if i use GL_R32F as texture internal format, but i need compression. Thanks.