Single-channel textures

This shows how single-channel textures can be used, stored to history, and rendered. The first pass renders the webcam into an R8 offscreen texture. The second pass samples that ShaderPad instance via initializeTexture. Single-channel data can be passed between ShaderPads and read back like any other texture.

A brief history delay is added between the left and right halves to show that they are reading from different parts of the chain.

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