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breaking up texture channels

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is it possible to break up texture channels into more "channels" aka. values with lower precision... lets say i have 24 bit RGB texture... this give 3 times 8 bit... now if u break it up into 6 channels you would get 6 times 4 bits... the hi and low of each channel... etc... is it possible to do this? and if so, how would you do it in a shader?

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