I find that my procedural simplex noise in my fragment shader hurts performance, so I thought I would just use a stored noise texture instead.
I would like my noise values to have better than 8 bits precision, preferably 16 bits.
What would be a good format to store this texture in?
According to Khronos, GL_LUMINANCE16 is deprecated.
Should I use GL_R16I for this? What worries me is that it is listed as not texture filterable. That makes the format not useful for this purpose, I think? The man-page does not explain what the term means, but I gather it means that you are force to do NEAREST filtering.
I am looking for something that would work on both OpenGLES3 mobile hardware and on OpenGL desktop hardware.