/** * Copyright (c) 2017-2018 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose * @author Michael Krone */ export default ` vec4 texture3dFrom2dNearest(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) { float zSlice = floor(pos.z * gridDim.z + 0.5); // round to nearest z-slice float column = intMod(zSlice * gridDim.x, texDim.x) / gridDim.x; float row = floor(intDiv(zSlice * gridDim.x, texDim.x)); vec2 coord = (vec2(column * gridDim.x, row * gridDim.y) + (pos.xy * gridDim.xy)) / texDim; return texture2D(tex, coord); } `;