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/.