#version 430 layout (binding = 0) uniform sampler3D samp; out vec3 varTexture; out int varIndex; const float step = 1.0 / 63.0; void main(void) { int id = gl_VertexID; int x = id & 0x3F; int y = (id >> 6) & 0x3F; int z = (id >> 12) & 0x3F; vec3 xyz = vec3(x, y, z); gl_Position = vec4(xyz, 1.0); varTexture = xyz * step; const float limit = 0.5f; int b1 = int(texture(samp, varTexture).r < limit); int b2 = int(texture(samp, varTexture + vec3(step, 0.0, 0.0)).r < limit); int b3 = int(texture(samp, varTexture + vec3(step, 0.0, step)).r < limit); int b4 = int(texture(samp, varTexture + vec3(0.0, 0.0, step)).r < limit); int b5 = int(texture(samp, varTexture + vec3(0.0, step, 0.0)).r < limit); int b6 = int(texture(samp, varTexture + vec3(step, step, 0.0)).r < limit); int b7 = int(texture(samp, varTexture + vec3(step, step, step)).r < limit); int b8 = int(texture(samp, varTexture + vec3(0.0, step, step)).r < limit); varIndex = (b1 << 7) | (b2 << 6) | (b3 << 5) | (b4 << 4) | (b5 << 3) | (b6 << 2) | (b7 << 1) | b8; }