textureGather — gathers four texels from a texture
gvec4 textureGather( | gsampler2D sampler, |
vec2 P, | |
[int comp]) ; |
gvec4 textureGather( | gsampler2DArray sampler, |
vec3 P, | |
[int comp]) ; |
gvec4 textureGather( | gsamplerCube sampler, |
vec3 P, | |
[int comp]) ; |
vec4 textureGather( | gsampler2DShadow sampler, |
vec2 P, | |
float refZ) ; |
vec4 textureGather( | gsampler2DArrayShadow sampler, |
vec3 P, | |
float refZ) ; |
vec4 textureGather( | gsamplerCubeShadow sampler, |
vec3 P, | |
float refZ) ; |
vec4 textureGather( | gsamplerCubeArrayShadow sampler, |
vec4 P, | |
float refZ) ; |
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.
comp
Specifies the component of the source texture that will be used to generate the resulting vector.
refZ
Specifies the reference Z value used in the comparison for shadow forms.
textureGather
returns the value:
vec4(Sample_i0_j1(P, base).comp, Sample_i1_j1(P, base).comp, Sample_i1_j0(P, base).comp, Sample_i0_j0(P, base).comp);
If specified, the value of comp
must ba constant integer expression with a value of 0, 1, 2, or 3, identifying the x, y, z or w component of the four-component vector lookup result for each texel, respectively. If comp
is not specified, it is treated as 0, selecting the x component of each texel to generate the result.
OpenGL ES Shading Language Version | |||
---|---|---|---|
Function Name | 1.00 | 3.00 | 3.10 |
textureGather | - | - | ✔ |
texelFetch, texelFetchOffset, texture, textureGatherOffset, textureGrad, textureGradOffset, textureLod, textureLodOffset, textureOffset, textureProj, textureProjGrad, textureProjGradOffset, textureProjLod, textureProjLodOffset, textureProjOffset,
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/.