vec2 getLookupUv(vec2 dimensions, int i) { int pixY = i / int(dimensions.x); int pixX = i - (pixY * int(dimensions.x)); float pixelWidth = 1.0 / dimensions.x; float pixelHeight = 1.0 / dimensions.y; float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel float v = (float(pixY) + 0.5) * pixelHeight; return vec2(u, v); } vec4 czm_unpackClippingExtents(highp sampler2D extentsTexture, int index) { vec2 textureDimensions = vec2(textureSize(extentsTexture, 0)); return texture(extentsTexture, getLookupUv(textureDimensions, index)); }