blob: f6eb25a3be4cecc32e02be288938205b010ff895 [file] [log] [blame]
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);
}