Light | Dark

textureQueryLod

Name

textureQueryLod — compute the level-of-detail that would be used to sample from a texture

Declaration

vec2 textureQueryLod( gsampler1D sampler,
float P);
vec2 textureQueryLod( gsampler2D sampler,
vec2 P);
vec2 textureQueryLod( gsampler3D sampler,
vec3 P);
vec2 textureQueryLod( gsamplerCube sampler,
vec3 P);
vec2 textureQueryLod( gsampler1DArray sampler,
float P);
vec2 textureQueryLod( gsampler2DDArray sampler,
vec2 P);
vec2 textureQueryLod( gsamplerCubeArray sampler,
vec3 P);
vec2 textureQueryLod( sampler1DShadow sampler,
float P);
vec2 textureQueryLod( sampler2DShadow sampler,
vec2 P);
vec2 textureQueryLod( samplerCubeShadow sampler,
vec3 P);
vec2 textureQueryLod( sampler1DArrayShadow sampler,
float P);
vec2 textureQueryLod( sampler2DArrayShadow sampler,
vec2 P);
vec2 textureQueryLod( samplerCubeArrayShadow sampler,
vec3 P);

Parameters

sampler

Specifies the sampler to which the texture whose level-of-detail will be queried is bound.

P

Specifies the texture coordinates at which the level-of-detail will be queried.

Description

Available only in the fragment shader, textureQueryLod computes the level-of-detail that would be used to sample from a texture. The mipmap array(s) that would be accessed is returned in the x component of the return value. The computed level-of-detail relative to the base level is returned in the y component of the return value.

If called on an incomplete texture, the result of the operation is undefined.

Version Support

OpenGL Shading Language Version
Function Name 1.10 1.20 1.30 1.40 1.50 3.30 4.00 4.10 4.20 4.30 4.40 4.50
textureQueryLod - - - - - -
Think you can improve this page? Edit this page on GitHub.