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OpenGL Coping between texture3D layers

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Is there a function in OpenGL or a 'formula' to copy pixels from one texture3D layer to another? One thing that comes to my mind to use a fragment shader with source layer bound to texture unit and destination layer attached to bound framebuffer. But is that possible? Of course I could do it with normal texture2Ds (as mentioned input and output of the shader) but then I would need to copy the result back to the texture3D, I think. Is that right? Any ideas?


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