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texture sampling

Reading a smoothly-interpolated colour from a texture image inside a shader.

When a texture is stretched across a surface, the needed point usually falls between texels, so sampling blends nearby texels (filtering) and picks an appropriate detail level to produce a clean result. This is the standard way shaders read images for colour and material data. It contrasts with texelFetch, which reads one exact texel with no blending.

See also

  • texel / texelFetchA texel is one pixel of a texture; texelFetch grabs exactly that pixel with no smoothing.
  • texel bufferA plain memory buffer that a shader can read as if it were a one-dimensional texture.
  • swizzleReordering or duplicating the components of a vector or colour, like turning RGBA into BGRA.

Referenced by

stencil · storage image · subgroup quad · swizzle · texel / texelFetch · texel buffer