Hi,

I have float array data that I want to use to create images in Metal. My plan 
is to apply one or more shaders to the data, then render it into a new RGB 
texture and continue from there. I’m using MTLPixelFormatR32Float as the source 
pixel format with success.

In all the kernel examples I see the sampler returns a float4, which is 
appropriate for an RGBA format. But my source data/format has no color. What is 
the equivalent for sampling single float values?

I’m currently putting the source data into a 2D texture. Given the use case 
above, does it make sense to use a MTLBuffer instead and then render that into 
a new 2D MTLTexture?

Thanks!
Demitri

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