TEXTUREPROJ(3G) [FIXME: manual] TEXTUREPROJ(3G)

textureProj - perform a texture lookup with projection

gvec4 textureProj(gsampler1D sampler, vec2 P, [float bias]);

gvec4 textureProj(gsampler1D sampler, vec4 P, [float bias]);

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(sampler1DShadow sampler, vec4 P, [float bias]);

float textureProj(sampler2DShadow sampler, vec4 P, [float bias]);

gvec4 textureProj(gsampler2DRect sampler, vec3 P);

gvec4 textureProj(gsampler2DRect sampler, vec4 P);

float textureProj(gsampler2DRectShadow sampler, vec4 P);

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 3rd component of P in the shadow forms is used as Dref. After these values are computed, the texture lookup proceeds as in texture().

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
textureProj - -
textureProj (gsampler2DRect{Shadow}) - - -

texelFetch(), texelFetchOffset(), texture(), textureGather(), textureGatherOffset(), textureGatherOffsets(), textureGrad(), textureGradOffset(), textureLod(), textureLodOffset(), textureOffset(), textureProjGrad(), textureProjGradOffset(), textureProjLod(), textureProjLodOffset(), textureProjOffset(), textureQueryLod(), 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. http://opencontent.org/openpub/.

Copyright © 2011-2014 Khronos Group

05/21/2022 [FIXME: source]