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- /**
- * Copyright (c) 2017-2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- * @author Michael Krone <michael.krone@uni-tuebingen.de>
- */
- 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);
- }
- `;
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