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); }