I'm porting some code from a technical paper, and they use a render target with only one channel - it's a 16-bit float buffer. But then they set blending operations on it like this:
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);





How does blending work with regard to color and alpha if the target is only one components? With only one channel, does that mean that it defaults to only being an alpha channel?

Thanks