Compressed layers, directly sampled.
The pinned WebGL source uses KTX2Loader, a GLSL3 ShaderMaterial, and sampler2DArray to animate one layer of a compressed movie strip. This route preserves that shader boundary and makes the depth uniform observable.
Creating a WebGL2 renderer and loading the local KTX2 fixture.
- backend
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- texture
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- dimensions
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- format
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- layer
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- graph
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- sample
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- builds
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- speed
- 10.00
The vertex shader derives vUv from the 50×25 plane and flips Y like the source; the fragment shader samples an animated integer depth layer and applies the source's small RGB lift.
Derived from the pinned WebGL compressed 2D Texture Array example. The local 2d_uastc.ktx2 payload is a 2D compressed fixture promoted into five repeated layers; the official spiritedaway.ktx2, exact page/pixel fidelity, device matrices, performance calibration, and whole-example fidelity remain separate.
Study issue