Cleanup: add comment explaining reason for volume texture swizzling
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@@ -124,6 +124,8 @@ static GPUTexture *create_transfer_function(int type, const struct ColorBand *co
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static void swizzle_texture_channel_single(GPUTexture *tex)
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{
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/* Swizzle texture channels so that we get useful RGBA values when sampling
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* a texture with fewer channels, e.g. when using density as color. */
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GPU_texture_bind(tex, 0);
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GPU_texture_swizzle_channel_auto(tex, 1);
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GPU_texture_unbind(tex);
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