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If your 3d texture was 8x8x8 then you'd make a 2d texture that is 64x8 and put each plane of the 3d texture in your 2d texture. Then, knowing that was originally 8x8x8 you'd pass in `8.0` for the size to `sampleAs3DTexture`
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precision mediump float;
@@ -91,10 +94,9 @@ If your 3d texture was 8x8x8 then you'd make a 2d texture that is 64x8 and put e
Note: the function above assumes you want bilinear filtering between the planes. If you don't you can simplify the function.
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There's [a video explanation of this code here][1] which is from [this sample][2].
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Note: the function above assumes you want bilinear filtering between the planes. If you don't you can simplify the function, by returning `return texture2D(tex, vec2( s0, yRange));` immediately after calculating s0.
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There's [a video explanation of this code here][1] which is from [this sample][2]. The video explanation and the final code in the sample differ slightly. This is due to the code miscalculating LUT size and shifting all colors blue, which was corrected by the author in 2019.
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