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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);



Specifies the sampler to which the texture from which texels will be retrieved is bound.


Specifies the texture coordinates at which texture will be sampled.


Specifies the component of the source texture that will be used to generate the resulting vector.


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_j9(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.

Version Support

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