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      1 uniform sampler3D m_Texture;
      2 uniform int m_Rows;
      3 uniform float m_InvDepth;
      4 
      5 varying vec2 texCoord;
      6 
      7 void main(){
      8 float depthx=floor(texCoord.x);
      9     float depthy=(m_Rows-1.0) - floor(texCoord.y);    
     10     //vec3 texC=vec3(texCoord.x,texCoord.y ,0.7);//
     11   
     12         vec3 texC=vec3(fract(texCoord.x),fract(texCoord.y),(depthy*m_Rows+depthx)*m_InvDepth);//
     13     gl_FragColor= texture3D(m_Texture,texC);
     14 }