Scanned layers in motion.
The pinned WebGL source unzips a 256×256×109 red-channel volume into DataArrayTexture, then samples one layer through a GLSL3 ShaderMaterial and sampler2DArray. This route keeps that shader and texture boundary observable.
Creating a WebGL2 renderer and generating the deterministic local volume 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
- 1.00
The vertex shader derives vUv from the source's 50×50 plane and flips Y; the fragment shader samples an integer depth layer and applies the source's color.rrr * 1.5 lift.
Derived from the pinned WebGL 2D Texture Array example. The official head256x256x109.zip scan is not present locally, so this route generates a deterministic volume with the same dimensions and texture/shader boundary; exact scan content, page/pixel fidelity, device matrices, performance calibration, and whole-example fidelity remain separate.
Study issue