textureProjLodOffset — perform a texture lookup with projection and explicit level-of-detail and offset
gvec4 textureProjLodOffset( | gsampler2D sampler, |
| vec3 P, | |
| float lod, | |
ivec2 offset); |
gvec4 textureProjLodOffset( | gsampler2D sampler, |
| vec4 P, | |
| float lod, | |
ivec2 offset); |
gvec4 textureProjLodOffset( | gsampler3D sampler, |
| vec4 P, | |
| float lod, | |
ivec3 offset); |
float textureProjLodOffset( | sampler2DShadow sampler, |
| vec4 P, | |
| float lod, | |
ivec2 offset); |
samplerSpecifies the sampler to which the texture from which texels will be retrieved is bound.
PSpecifies the texture coordinates at which texture will be sampled.
lodSpecifies the explicit level-of-detail from which to fetch texels.
offset
Specifies the offset, in texels, to be applied to P before fetching texels.
textureProjLodOffset performs a texture lookup with projection from an explicitly specified level-of-detail with an offset applied
to the texture coordinates before sampling. The texture coordinates
consumed from P, not including the last component of P,
are divided by the last component of P. The resulting P in the shadow forms is used as
lod used to specify the level-of-detail from which the texture will be sampled and offset
used to specifiy the offset, in texels, to be applied to the texture coordinates before sampling.