THREE.JS / WEBGL2 TEXTURE ARRAY

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.

Initializing—

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
Selected source contractKTX2Loader → ShaderMaterial(GLSL3) → sampler2DArray → texture(diffuse, vec3(vUv, depth))

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.