`
void texture3d(in ivec3 dataCoordinates, out vec4 dataValue, out int offset){
float textureSizeF = float(uTextureSize);
int voxelsPerTexture = uTextureSize*uTextureSize;
int index = dataCoordinates.x
+ dataCoordinates.y * uDataDimensions.x
+ dataCoordinates.z * uDataDimensions.y * uDataDimensions.x;
// dividing an integer by an integer will give you an integer result, rounded down
// can not get float numbers to work :(
int packedIndex = index/uPackedPerPixel;
offset = index - uPackedPerPixel*packedIndex;
// Map data index to right sampler2D texture
int textureIndex = packedIndex/voxelsPerTexture;
int inTextureIndex = packedIndex - voxelsPerTexture*textureIndex;
// Get row and column in the texture
int rowIndex = inTextureIndex/uTextureSize;
float rowIndexF = float(rowIndex);
float colIndex = float(inTextureIndex - uTextureSize * rowIndex);
// Map row and column to uv
vec2 uv = vec2(0,0);
uv.x = (0.5 + colIndex) / textureSizeF;
uv.y = 1. - (0.5 + rowIndexF) / textureSizeF;
float textureIndexF = float(textureIndex);
dataValue = vec4(0.) +
step( abs( textureIndexF - 0.0 ), 0.0 ) * texture2D(uTextureContainer[0], uv) +
step( abs( textureIndexF - 1.0 ), 0.0 ) * texture2D(uTextureContainer[1], uv) +
step( abs( textureIndexF - 2.0 ), 0.0 ) * texture2D(uTextureContainer[2], uv) +
step( abs( textureIndexF - 3.0 ), 0.0 ) * texture2D(uTextureContainer[3], uv) +
step( abs( textureIndexF - 4.0 ), 0.0 ) * texture2D(uTextureContainer[4], uv) +
step( abs( textureIndexF - 5.0 ), 0.0 ) * texture2D(uTextureContainer[5], uv) +
step( abs( textureIndexF - 6.0 ), 0.0 ) * texture2D(uTextureContainer[6], uv);
}
void uInt8(in float r, out float value){
value = r * 255.;
}
void unpack(in vec4 packedData, in int offset, out vec4 unpackedData){
float floatedOffset = float(offset);
float floatedOffsetSquared = floatedOffset * floatedOffset;
uInt8(
step( floatedOffsetSquared , 0.0 ) * packedData.r +
step( floatedOffsetSquared - 2. * floatedOffset + 1., 0.0 ) * packedData.g +
step( floatedOffsetSquared - 2. * 2. * floatedOffset + 4., 0.0 ) * packedData.b +
step( floatedOffsetSquared - 2. * 3. * floatedOffset + 9., 0.0 ) * packedData.a,unpackedData.x);
}
void interpolationIdentity(in vec3 currentVoxel, out vec4 dataValue){
// lower bound
vec3 rcurrentVoxel = vec3(floor(currentVoxel.x + 0.5 ), floor(currentVoxel.y + 0.5 ), floor(currentVoxel.z + 0.5 ));
ivec3 voxel = ivec3(int(rcurrentVoxel.x), int(rcurrentVoxel.y), int(rcurrentVoxel.z));
vec4 tmp = vec4(0., 0., 0., 0.);
int offset = 0;
texture3d(voxel,tmp,offset)
unpack(tmp, offset, dataValue);
}
`