You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
thebookofshaders/glossary/textureCube.md

25 lines
1.2 KiB
Markdown

## Texture2D
Retrieves texels from a texture
### Declaration
```glsl
vec4 textureCube(samplerCube sampler, vec3 coord)
vec4 textureCube(samplerCube sampler, vec3 coord, float bias)
```
### Parameters
```sampler``` specifies the sampler to which the texture from which texels will be retrieved is bound.
```coord``` specifies the texture coordinates at which texture will be sampled.
```bias``` specifies an optional bias to be applied during level-of-detail computation.
### Description
The textureCube function returns a texel, i.e. the (color) value of the texture for the given coordinates. The function has one input parameter of the type samplerCube and one input parameter of the type vec3 : sampler, the uniform the texture is bound to, and coord, the 3-dimensional coordinates of the texel to look up.
There is an optional third input parameter of the type float: bias. After calculating the appropriate level of detail for a texture with mipmaps the bias is added before the actual texture lookup operation is executed.
Side note: On iOS devices texture lookup functionality is only available in the fragment shader.
### See Also
[texture2D](index.html#texture2D.md)