Name
texture — retrieves texels from a texture
Declaration
gvec4 texture(
|
gsampler1D sampler, |
|
float P, |
|
[float bias]) ; |
gvec4 texture(
|
gsampler2D sampler, |
|
vec2 P, |
|
[float bias]) ; |
gvec4 texture(
|
gsampler3D sampler, |
|
vec3 P, |
|
[float bias]) ; |
gvec4 texture(
|
gsamplerCube sampler, |
|
vec3 P, |
|
[float bias]) ; |
float texture(
|
sampler1DShadow sampler, |
|
vec3 P, |
|
[float bias]) ; |
float texture(
|
sampler2DShadow sampler, |
|
vec3 P, |
|
[float bias]) ; |
float texture(
|
samplerCubeShadow sampler, |
|
vec3 P, |
|
[float bias]) ; |
gvec4 texture(
|
gsampler1DArray sampler, |
|
vec2 P, |
|
[float bias]) ; |
gvec4 texture(
|
gsampler2DArray sampler, |
|
vec3 P, |
|
[float bias]) ; |
gvec4 texture(
|
gsamplerCubeArray sampler, |
|
vec4 P, |
|
[float bias]) ; |
float texture(
|
sampler1DArrayShadow sampler, |
|
vec3 P, |
|
[float bias]) ; |
float texture(
|
gsampler2DArrayShadow sampler, |
|
vec4 P, |
|
[float bias]) ; |
gvec4 texture(
|
gsampler2DRect sampler, |
|
vec2 P) ; |
float texture(
|
sampler2DRectShadow sampler, |
|
vec3 P) ; |
float texture(
|
gsamplerCubeArrayShadow sampler, |
|
vec4 P, |
|
float compare) ; |
Parameters
-
sampler
-
Specifies the sampler to which the texture from which texels will be retrieved is bound.
-
P
-
Specifies the texture coordinates at which texture will be sampled.
-
bias
-
Specifies an optional bias to be applied during level-of-detail computation.
-
compare
-
Specifies the value to which the fetched texel will be compared when sampling from gsamplerCubeArrayShadow
.
Description
texture
samples texels from the texture bound to sampler
at texture
coordinate P
. An optional bias, specified in bias
is included in
the level-of-detail computation that is used to choose mipmap(s) from which to sample.
For shadow forms, when compare
is present, it is used as
and the array layer is specified in P
.w
. When compare
is
not present, the last component of P
is used as
and the
array layer is specified in the second to last component of P
. (The second component of P
is unused for 1D shadow lookups.)
For non-shadow variants, the array layer comes from the last component of P
.
See Also
texelFetch,
texelFetchOffset,
textureGather,
textureGatherOffset,
textureGatherOffsets,
textureGrad,
textureGradOffset,
textureLod,
textureLodOffset,
textureOffset,
textureProj,
textureProjGrad,
textureProjGradOffset,
textureProjLod,
textureProjLodOffset,
textureProjOffset,
textureQueryLod,
textureSize
Copyright
Copyright © 2011-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
https://opencontent.org/openpub/.