message: alpha-orbitals: simplify shader
diff: @@ -119,11 +119,10 @@ float intDiv(const in float a, const in float b) { return float(int(a) / int(b))
  float intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }
  void main(void) {
  - vec3 idx = vec3(gl_FragCoord.x - 0.5, intMod(gl_FragCoord.y - 0.5, uDimensions.y), intDiv((gl_FragCoord.y - 0.5), uDimensions.y));
  + float offset = round(floor(gl_FragCoord.x) + floor(gl_FragCoord.y) * uDimensions.x);
  - float offset = idx.x + idx.y * uDimensions.x + idx.z * uDimensions.x * uDimensions.y;
  -
  - // TODO: is there render target ordering that does not require the remapping of the coords?
  + // axis order fast to slow Z, Y, X
  + // TODO: support arbitrary axis orders
  float k = intMod(offset, uDimensions.z), kk = intDiv(offset, uDimensions.z);
  float j = intMod(kk, uDimensions.y);
  float i = intDiv(kk, uDimensions.y);
  