GLSL built-in function

texture2DLod()

Selects an explicit 2D mip level in an ES 1.00 vertex shader.

Demo version: GLSL ES 1.00 / WebGL 1Demo stage: Vertex

Syntax

vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod)

Parameters

sampler
Bound fixture texture
coord
Lookup coordinate
lod
Mip level; zero is full resolution

Return value

A vec4 sampled at the explicit 2D mip level in a vertex shader, using the texture's filtering settings.

Live example

Edit the code and the preview updates as you type.

What texture2DLod does

Selects an explicit 2D mip level in an ES 1.00 vertex shader.

Read the preview

The vertex shader samples texture2DLod(u_texture,uv,u_parameter*7.0) only at the quad's vertices, then interpolates their colors. Set the LOD expression to 0.0: the full-resolution grid still cannot appear in the interior because there are no per-fragment lookups.

Core call

texture2DLod(u_texture,uv,u_parameter*7.0).rgb;

This ES 1.00 core name is for vertex shaders; fragment use requires an extension.

Experiment

In the Vertex tab, replace u_parameter*7.0 with 6.0. The corner samples now come from a coarse mip, and their interpolated colors change without adding any grid detail.

Specification

GLSL ES 1.00 built-in functions, chapter 8

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