GLSL built-in function

textureLod()

Samples using an explicit floating-point mip level.

Demo version: GLSL ES 3.00 / WebGL 2Demo stage: Fragment

Syntax

gvec4 textureLod(gsampler2D sampler, vec2 coord, float lod)

Parameters

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

Return value

Four sampled components at an explicit floating-point mip level; filtering may blend texels and adjacent mip levels.

Live example

Edit the code and the preview updates as you type.

What textureLod does

Samples using an explicit floating-point mip level.

Read the preview

u_parameter*7.0 selects increasingly coarse mip levels as the slider rises. Replace the expression with 0.0 to hold the generated GLSL lettering at full texture resolution.

Core call

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

Generate mipmaps before expecting meaningful coarse mip-level results.

Experiment

Set the LOD argument in textureLod to 6.0. The 256-pixel fixture is sampled near its 4-pixel mip size, so grid lines and letters merge into broad colors.

Specification

GLSL ES 3.00 built-in functions, chapter 8

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