GLSL built-in function
textureProjLod()
Projected sampling with explicit mip level.
Demo version: GLSL ES 3.00 / WebGL 2Demo stage: Fragment
Syntax
gvec4 textureProjLod(gsampler2D sampler, vec3 coord, float lod)Parameters
- sampler
- Bound fixture texture
- coord
- Lookup coordinate
- lod
- Mip level; zero is full resolution
Return value
Four filtered components from projectively divided coordinates at the explicit mip level.
Live example
Edit the code and the preview updates as you type.
What textureProjLod does
Projected sampling with explicit mip level.
Read the preview
The divisor in vec3(uv,0.8) changes framing, while u_parameter*6.0 changes mip detail. Set the LOD argument to 0.0 to inspect that framing with the sharpest source mip.
Core call
textureProjLod(u_texture,vec3(uv,0.8),u_parameter*6.0).rgb;
Projected coordinates still require division; do not drop their final component.
Experiment
Fix LOD at 3.0, then change vec3(uv,0.8) to vec3(uv,1.0). The full grid returns inside the frame, but still uses the same coarse mip level.