GLSL built-in function

textureProjLodOffset()

Projected lookup combining explicit LOD and constant offset.

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

Syntax

gvec4 textureProjLodOffset(gsampler2D sampler, vec3 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 components sampled at the explicit mip after projective division and a constant texel offset.

Live example

Edit the code and the preview updates as you type.

What textureProjLodOffset does

Projected lookup combining explicit LOD and constant offset.

Read the preview

textureProjLodOffset combines division by 0.8, slider-selected LOD and ivec2(1,0). Set the offset to ivec2(0,0) to compare the same projected mip with no texel displacement.

Core call

textureProjLodOffset(u_texture,vec3(uv,0.8),u_parameter*6.0,ivec2(1,0)).rgb;

The offset is a compile-time constant; LOD may be changed by a uniform.

Experiment

Replace u_parameter*6.0 with 5.0 and the offset with ivec2(-1,0). The coarse fixture remains blurred, but its lookup shifts to the opposite neighboring texel.

Specification

GLSL ES 3.00 built-in functions, chapter 8

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