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texture

Name

texture — retrieves texels from a texture

Declaration

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( sampler2DShadow sampler,
vec3 P,
[float bias]);
float texture( samplerCubeShadow sampler,
vec4 P,
[float bias]);
gvec4 texture( gsampler2DArray sampler,
vec3 P,
[float bias]);
float texture( gsampler2DArrayShadow sampler,
vec4 P);

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.

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.

For non-shadow variants, the array layer comes from the last component of P.

Version Support

OpenGL ES Shading Language Version
Function Name 1.00 3.00 3.10
texture -
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