Graphics: Switch glyph atlases to R8 instead of A8
A8 can't be supported efficiently on API lacking texture swizzle support (DX, WebGL, WebGPU), so we swizzle in the shader instead
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@@ -26,6 +26,8 @@ namespace Nz
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GLenum swizzleG;
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GLenum swizzleB;
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GLenum swizzleA;
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inline bool HasSwizzle() const;
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};
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inline std::optional<GLTextureFormat> DescribeTextureFormat(PixelFormat pixelFormat);
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