#version 120 #extension GL_EXT_texture_array : enable uniform sampler2DArray TextureArrayTex; varying vec3 oUv; void main(void) { vec3 texcoord; texcoord = oUv; texcoord.z = floor(texcoord.z); vec4 c0 = texture2DArray(TextureArrayTex, texcoord); texcoord.z += 1.0; vec4 c1 = texture2DArray(TextureArrayTex, texcoord); gl_FragColor = mix(c0, c1, fract(oUv.z)); }