Light | Dark

textureProjLodOffset

Name

textureProjLodOffset — perform a texture lookup with projection and explicit level-of-detail and offset

Declaration

gvec4 textureProjLodOffset( gsampler1D sampler,
vec2 P,
float lod,
int offset);
gvec4 textureProjLodOffset( gsampler1D sampler,
vec4 P,
float lod,
int offset);
gvec4 textureProjLodOffset( gsampler2D sampler,
vec3 P,
float lod,
ivec2 offset);
gvec4 textureProjLodOffset( gsampler2D sampler,
vec4 P,
float lod,
ivec2 offset);
gvec4 textureProjLodOffset( gsampler3D sampler,
vec4 P,
float lod,
ivec3 offset);
float textureProjLodOffset( sampler1DShadow sampler,
vec4 P,
float lod,
int offset);
float textureProjLodOffset( sampler2DShadow sampler,
vec4 P,
float lod,
ivec2 offset);

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.

lod

Specifies the explicit level-of-detail from which to fetch texels.

offset

Specifies the offset, in texels, to be applied to P before fetching texels.

Description

textureProjLodOffset performs a texture lookup with projection from an explicitly specified level-of-detail with an offset applied to the texture coordinates before sampling. The texture coordinates consumed from P, not including the last component of P, are divided by the last component of P. The resulting 3rd component of P in the shadow forms is used as Dref. After these values are computed, the texture lookup proceeds as in textureLodOffset, with lod used to specify the level-of-detail from which the texture will be sampled and offset used to specifiy the offset, in texels, to be applied to the texture coordinates before sampling.

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
textureProjLodOffset - -
Think you can improve this page? Edit this page on GitHub.