I am using OpenGL ES 2.0 in a mobile application. I am wanting to be able to make a smooth gradient for a shader using just a single color channel. To make it smoother, I was hoping that there was a way to do linear interpolation across the sampling, but have the data come back with higher precision.
Here is an example fragment shader snippet:
vec4 color_map = texture2D(ColorMap, textureCoord);
So as an example if my pixels red channel was (200, 200, 201, 201, 202, 202)
Can this come back with 200.4 or a 201.6? I realize in between the pixel values of the same value, you would still have a flat stair step area, but would the values between be over 8 bit resolution? Note that you can assume I’ve turned on linear interpolation already.