/** * Copyright (c) 2017-2018 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose * @author Michael Krone */ export default ` vec4 texture3dFrom2dLinear(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) { float zSlice0 = floor(pos.z * gridDim.z); float column0 = intMod(zSlice0 * gridDim.x, texDim.x) / gridDim.x; float row0 = floor(intDiv(zSlice0 * gridDim.x, texDim.x)); vec2 coord0 = (vec2(column0 * gridDim.x, row0 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim; vec4 color0 = texture2D(tex, coord0); float zSlice1 = zSlice0 + 1.0; float column1 = intMod(zSlice1 * gridDim.x, texDim.x) / gridDim.x; float row1 = floor(intDiv(zSlice1 * gridDim.x, texDim.x)); vec2 coord1 = (vec2(column1 * gridDim.x, row1 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim; vec4 color1 = texture2D(tex, coord1); float delta0 = abs((pos.z * gridDim.z) - zSlice0); return mix(color0, color1, delta0); } `