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1D Texture Color Map

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Can someone point me in the direction on how to implement a 1D Texture Map? I can't find how to bind the texture to use as a uniform in my fragment shader. My aim is to create a 1D texture of 512 length, with each texel containing RGBA value of a Jet Propulsion Color Scheme (Red to Blue). When accessing the fragments, I hope to assign each one the RGBA value that is stored in the texture table. Any help would be greatly appreciated, Thanks

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theres no differnce between 2d + 1d textures (appart from the extra dimension of course) usage is the same
u could also have a 2d texture with width and also height = 1 which is just the same as a 1d texture in principal

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