GLSL built-in function
textureCube()
Samples a cube map using a 3D direction.
Demo version: GLSL ES 1.00 / WebGL 1Demo stage: Fragment
Syntax
vec4 textureCube(samplerCube sampler, vec3 direction)Parameters
- sampler
- Bound fixture texture
- direction
- Input declared in the signature; match its type and dimensions
Return value
A vec4 sampled from the cube face selected by the dominant direction component, at that direction's face coordinates.
Live example
Edit the code and the preview updates as you type.
What textureCube does
Samples a cube map using a 3D direction.
Read the preview
normalize(vec3(x,y,0.7)) points the middle of the preview toward the cube's +Z face. Set 0.7 to 2.0 so +Z dominates every visible direction and fills the canvas.
Core call
textureCube(u_cube,normalize(vec3(x,y,0.7))).rgb;
The input is a direction, not a 2D UV. The six fixture faces carry direction labels.
Experiment
Change the direction to normalize(vec3(x,y,-0.7)). The central face switches from +Z to -Z, identified by its different generated label and background color.