GLSL built-in function

textureProjOffset()

Projected lookup with a constant texel offset.

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

Syntax

gvec4 textureProjOffset(gsampler2D sampler, vec3 coord, ivec2 offset)

Parameters

sampler
Bound fixture texture
coord
Lookup coordinate
offset
Compile-time constant texel offset

Return value

Four filtered components from projected texture coordinates shifted by a constant integer texel offset.

Live example

Edit the code and the preview updates as you type.

What textureProjOffset does

Projected lookup with a constant texel offset.

Read the preview

vec3(uv,0.8) stretches lookup coordinates and ivec2(3,0) nudges the result sideways. Set the divisor to 1.0 to see the horizontal offset on an otherwise unscaled grid.

Core call

textureProjOffset(u_texture,vec3(uv,0.8),ivec2(3,0)).rgb;

Projection division and integer texel offset are different coordinate operations.

Experiment

Change ivec2(3,0) to ivec2(0,-3). The constant offset now acts downward in texture coordinates while the projection division remains unchanged.

Specification

GLSL ES 3.00 built-in functions, chapter 8

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