## 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](/glossary/?search=texture2D)