GLSL built-in function

textureLodOffset()

Adds a constant texel offset to explicit-LOD sampling.

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

Syntax

gvec4 textureLodOffset(gsampler2D sampler, vec2 coord, float lod, ivec2 offset)

Parameters

sampler
Bound fixture texture
coord
Lookup coordinate
lod
Mip level; zero is full resolution
offset
Compile-time constant texel offset

Return value

Four filtered components at the explicit mip level, with coord shifted by a constant offset measured in that mip's texels.

Live example

Edit the code and the preview updates as you type.

What textureLodOffset does

Adds a constant texel offset to explicit-LOD sampling.

Read the preview

ivec2(2,0) offsets the lookup in texels of the chosen mip. Try LOD 0.0 and then 6.0 in place of u_parameter*6.0: the same two-texel offset covers a much larger image fraction at the coarse level.

Core call

textureLodOffset(u_texture,uv,u_parameter*6.0,ivec2(2,0)).rgb;

A texel offset covers a different source-image distance at different mip levels.

Experiment

Keep LOD at 0.0 and change ivec2(2,0) to ivec2(0,2). The small shift moves from the horizontal to the vertical direction while full-resolution detail stays intact.

Specification

GLSL ES 3.00 built-in functions, chapter 8

Related functions