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GLSL_READ_FRAME_TEXEL

const GLSL_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.