GL_EXT_shader_texture_lod#

Supported Hardware#

Series5, Series5XT, Series6, Series6XE, Series6XT

Valid APIs#

OpenGL ES 2.0

Description#

This extension allows the user to manually select a level of detail from the fragment shader, rather than leaving it up to the implementation. Vanilla OpenGL ES 2.0 allows the user to add a level of detail bias to the MIP Map selection, but only allows explicit selection in the vertex shader. By exposing this in the fragment shader too, it means that custom level of details can be achieved - allowing for example a simple blurring effect that can be used to simulate focussing on different parts of the scene.

Note#

This functionality is core to OpenGL ES 3.0.

Example#

// Samples a texture explicitly from the 5th MIP Map level
lowp vec4 colour = texture2DLodEXT(aSampler, texCoords.xy, 4.0);