1uniform sampler3D m_Texture;
2uniform int m_Rows;
3uniform float m_InvDepth;
4
5varying vec2 texCoord;
6
7void main(){
8float depthx=floor(texCoord.x);
9    float depthy=(m_Rows-1.0) - floor(texCoord.y);
10    //vec3 texC=vec3(texCoord.x,texCoord.y ,0.7);//
11
12        vec3 texC=vec3(fract(texCoord.x),fract(texCoord.y),(depthy*m_Rows+depthx)*m_InvDepth);//
13    gl_FragColor= texture3D(m_Texture,texC);
14}