LWJGL sending information to shaders via texture

I’m trying to do something about my lighting calculations, because they really look poor. Sending all the light data as uniforms really seems stupid. I would much rather send it to shaders via texture. I’m kinda done, but the problem is that opengl caps float values to 1,1,1,1. For example, if I want to send value 10, I cannot, because it gets capped to 1.

Is there a way to fix it?

Here is the glteximage

GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, 1, 1, 0, GL11.GL_RGBA, GL11.GL_FLOAT, makeLightData());

EDIT-
I think I will make a tutorial out of this post later on once I figured everything out…