i think the thread starters suggestion is very cumbersome. why should i attach the sampler state to a texture before the use in the shader? this way it makes no sense to me to separate these states. just create a sampler state objects (i would like it in the shader too) and bind it to a uniform. then in the shader decide what sampler state to use and do something like this:
Code :vec4 c = texture(_sampler, _sampler_state, tex_coord);
whats the harm? flexibility!
i am thinking about something like volume rendering pre- and post classification based on the _sampler_state uniform etc..



