uniform sampler3D m_Texture; | |
uniform int m_Rows; | |
uniform float m_InvDepth; | |
varying vec2 texCoord; | |
void main(){ | |
float depthx=floor(texCoord.x); | |
float depthy=(m_Rows-1.0) - floor(texCoord.y); | |
//vec3 texC=vec3(texCoord.x,texCoord.y ,0.7);// | |
vec3 texC=vec3(fract(texCoord.x),fract(texCoord.y),(depthy*m_Rows+depthx)*m_InvDepth);// | |
gl_FragColor= texture3D(m_Texture,texC); | |
} |