Enumeration TextureChannel
Enumeration Members
A
A: 4
Broadcast the alpha channel to all four components: AAAA.
B
B: 3
Broadcast the blue channel to RGB; preserve alpha: BBBA.
G
G: 2
Broadcast the green channel to RGB; preserve alpha: GGGA.
R
R: 1
Broadcast the red channel to RGB; preserve alpha: RRRA.
RGBA
RGBA: 0
Use all four channels as sampled (default).
Specifies which channel of a texture to read for an operation. When a single channel is selected its scalar value is broadcast to RGB; alpha is either preserved from the original sample or replicated when
Ais chosen.