textureProj — perform a texture lookup with projection
gvec4 textureProj( | gsampler2D sampler, |
| vec3 P, | |
[float bias]); |
gvec4 textureProj( | gsampler2D sampler, |
| vec4 P, | |
[float bias]); |
gvec4 textureProj( | gsampler3D sampler, |
| vec4 P, | |
[float bias]); |
float textureProj( | sampler2DShadow sampler, |
| vec4 P, | |
[float bias]); |
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.
textureProj performs a texture lookup with projection. The texture coordinates consumed from P, not including the last component of P, are divided by the last component of P. The resulting component of P in the shadow forms is used as . After these values are computed, the texture lookup proceeds as in texture.
| OpenGL ES Shading Language Version | |||
|---|---|---|---|
| Function Name | 1.00 | 3.00 | 3.10 |
| textureProjOffset | - | ✔ | ✔ |
texelFetch, texelFetchOffset, texture, textureGrad, textureGradOffset, textureLod, textureLodOffset, textureOffset, textureProjGrad, textureProjGradOffset, textureProjLod, textureProjLodOffset, textureProjOffset, textureSize
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/.