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
Dsub
and the array layer is specified in P
.w
. When compare
is
not present, the last component of P
is used as
Dsub 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 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.
http://opencontent.org/openpub/.