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# docs.GL

GLSL 4
GLSL ES 3

# texture

## Name

texture — retrieves texels from a texture

## Declaration

`gvec4 texture(` | gsampler1D sampler,
| float P,
| [float bias]`)`;

`gvec4 texture(` | gsampler2D sampler,
| vec2 P,
| [float bias]`)`;

`gvec4 texture(` | gsampler3D sampler,
| vec3 P,
| [float bias]`)`;

`gvec4 texture(` | gsamplerCube sampler,
| vec3 P,
| [float bias]`)`;

`float texture(` | sampler1DShadow sampler,
| vec3 P,
| [float bias]`)`;

`float texture(` | sampler2DShadow sampler,
| vec3 P,
| [float bias]`)`;

`float texture(` | samplerCubeShadow sampler,
| vec3 P,
| [float bias]`)`;

`gvec4 texture(` | gsampler1DArray sampler,
| vec2 P,
| [float bias]`)`;

`gvec4 texture(` | gsampler2DArray sampler,
| vec3 P,
| [float bias]`)`;

`gvec4 texture(` | gsamplerCubeArray sampler,
| vec4 P,
| [float bias]`)`;

`float texture(` | sampler1DArrayShadow sampler,
| vec3 P,
| [float bias]`)`;

`float texture(` | gsampler2DArrayShadow sampler,
| vec4 P,
| [float bias]`)`;

`gvec4 texture(` | gsampler2DRect sampler,
| vec2 P`)`;

`float texture(` | sampler2DRectShadow sampler,
| vec3 P`)`;

`float texture(` | gsamplerCubeArrayShadow sampler,
| vec4 P,
| float compare`)`;

## Parameters

`sampler`

  Specifies the sampler to which the texture from which texels will be retrieved is bound.

`P`

  Specifies the texture coordinates at which texture will be sampled.

`bias`

  Specifies an optional bias to be applied during level-of-detail computation.

`compare`

  Specifies the value to which the fetched texel will be compared when sampling from `gsamplerCubeArrayShadow`.

## Description

`texture` samples texels from the texture bound to `sampler` at texture coordinate `P`. An optional bias, specified in `bias` is included in the level-of-detail computation that is used to choose mipmap(s) from which to sample.

For shadow forms, when `compare` is present, it is used as D sub and the array layer is specified in ``P`.w`. When `compare` is not present, the last component of `P` is used as D sub and the array layer is specified in the second to last component of `P`. (The second component of `P` is unused for 1D shadow lookups.)

For non-shadow variants, the array layer comes from the last component of `P`.

## Version Support

| OpenGL Shading Language Version
--- | ---
Function Name | 1.10 | 1.20 | 1.30 | 1.40 | 1.50 | 3.30 | 4.00 | 4.10 | 4.20 | 4.30 | 4.40 | 4.50
texture | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔
texture (gsampler2DRect{Shadow}) | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔
texture (gsampler2DMS, gsampler2DMSArray) | - | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔
texture (gsamplerCubeArray{Shadow}) | - | - | - | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔

## See Also

texelFetch, texelFetchOffset, textureGather, textureGatherOffset, textureGatherOffsets, textureGrad, textureGradOffset, textureLod, textureLodOffset, textureOffset, textureProj, textureProjGrad, textureProjGradOffset, textureProjLod, textureProjLodOffset, textureProjOffset, textureQueryLod, textureSize

## Copyright

Copyright © 2011-2014 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.

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