I have a weird texture format of a game which stores the RGB color and alpha channel in an uncommon way like this:
- Real R maps to game's R
- Real G maps to game's R
- Real B maps to game's R
- Real A maps to game's G
Thus, it basically can only contain grayscale (R channel) and alpha information (in the B channel). The G and A channels can be safely ignored.
Is it possible to remap the color channels and alpha channel in Gimp accordingly?
This is the input image: