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    If you're using a texture as an array, you should...

    If you're using a texture as an array, you should probably use texelFetch() to retrieve values. That avoids filtering and the need to convert indices to normalised texture coordinates.
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    Just use texture2D() etc. The values won't be...

    Just use texture2D() etc. The values won't be limited to [0,1] if the texture has a floating-point internal format.
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    If you want to store floating-point values...

    If you want to store floating-point values directly, the texture needs to have a floating-point internal format (e.g. GL_RGB32F). Floating-point textures require OpenGL 3.0 (which you should already...
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