uniform sampler3D m_Texture; uniform int m_Rows; uniform float m_InvDepth; varying vec2 texCoord; void main(){ float rows = float(m_Rows); float depthx = floor(texCoord.x); float depthy = (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 * rows + depthx) * m_InvDepth); gl_FragColor = texture3D(m_Texture, texC); }