I searched through the GLSlang reference and quick guide, and it did
not appear obvious to me, but is there a way to set the filter mode
of a texture unit procedurally within a shader?
I would like to tell a shader to treat texture unit one as nearest
neighbor (or, non interpolating). (not on a per vertex or per
fragment basis, ie, changing the filter mode during texture
processing, just globally).
If not, not a big deal, but it would be nice to do it sans max code
so I know the shader will always behave as expected. Just curious