I'm trying to sample from a a color noise texture as part of my vertex shader to make trees move in the wind.
I make calls to the texture() function within the vertex shader, with the idea of using a different color to skew each of the x and z axes of my trees. I expect the values of the red and green channels to be between 0 and 1, and photoshop confirms that the noise texture is properly constructed with values throughout that range and a peak at 0.5. For some reason, the values are compressed towards 0 and I get almost no values above 0.5.
Is there some reason the texture() function does not return the normal RGB values of the texture?