Is there an explanation somewhere about the decision to use RED (R,0,0,1) instead of INTENSITY (I,I,I,I) behavior for single-channel textures in GPU programming? It seems like the universally wrong method to standardize, but maybe I'm missing something?
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I don't think that is entirely correct. From the OpenGL Wiki: "The swizzle mask is respected by all shader read accesses, whether via texture samplers or Image Load Store." So, you do not necessarily have to create a sampler.
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