GLSL_READ_FRAME_TEXEL
constGLSL_READ_FRAME_TEXEL: “\nvec4 readFrameTexel(sampler2D frameTexture, int frameTextureWidth, int index) {\n ivec2 coord = ivec2(index % frameTextureWidth, index / frameTextureWidth);\n return texelFetch(frameTexture, coord, 0);\n}\n”
Defined in: packages/sigma/src/rendering/glsl.ts:184
Reads an item’s texel from a frame texture (a render target written once per
frame by a frame-pass, indexed in lockstep with the matching data texture, so
callers reuse a_nodeIndex / a_edgeIndex). Always returns the full vec4;
R32F callers (node placement) take .r. What the channels mean is documented
by the frame-pass that writes them.