#version 300 es precision mediump int; precision mediump float; uniform lowp sampler2DArray TextureArrayTex; in vec4 oUv; out vec4 fragColour; void main(void) { vec4 texcoord; texcoord = oUv; texcoord.z = floor(texcoord.z); vec4 c0 = texture(TextureArrayTex, texcoord.xyz); texcoord.z += 1.0; vec4 c1 = texture(TextureArrayTex, texcoord.xyz); fragColour = mix(c0, c1, fract(oUv.z)); }