'Understanding SSAO noise texture in GPU

I've been working on implementing SSAO following LearnOpenGLs approach and they generate random vectors and store them inside a texture to use to rotate the sample kernel to avoid banding. When generating noise (random vectors) for SSAO to rotate the kernel, the noise texture looks like this in renderDoc.

I am trying to understand the resulting texture produced. Where the texel is green, does this mean the vector there is pointing in the y direction and where it's red, the vector is facing the x axis?

enter image description here

The thought of thinking of it in the way that I have is based on another paper I saw which described the texture as the following: enter image description here



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