thebookofshaders/glossary/textureCube/README.md

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2015-04-18 14:41:34 +00:00
## 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
2017-08-19 10:11:58 +00:00
[texture2D](/glossary/?search=texture2D)