Thanks, I should have read the msdn more closely:
The Format of the texture is indeed defined as DXGI_FORMAT_R32G32B32A32_FLOAT.
I was too much focused on the fact that it was a Texture1D and ignored to see that an element could as well have multiple dimensions...
As for the float3 vs float4: I only need a random x, y and z component for v, so no use for a float4 variable.

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