jit.gl.slab/shader - GLSL equivalent to "sendinput filter nearest"?


    Aug 31 2007 | 6:48 am
    Hello
    I searched through the GLSlang reference and quick guide, and it did
    not appear obvious to me, but is there a way to set the filter mode
    of a texture unit procedurally within a shader?
    I would like to tell a shader to treat texture unit one as nearest
    neighbor (or, non interpolating). (not on a per vertex or per
    fragment basis, ie, changing the filter mode during texture
    processing, just globally).
    If not, not a big deal, but it would be nice to do it sans max code
    so I know the shader will always behave as expected. Just curious
    Thanks a lot!
    v a d e //
    www.vade.info
    abstrakt.vade.info

    • Aug 31 2007 | 2:48 pm
      To do nearest neighbor texture sampling all you have to do is:
      vec4 sample = texture2d(tex0, floor(texcoord0+vec2(0.5));
      AB
    • Aug 31 2007 | 3:18 pm
      Hah. that makes perfect sense. Thanks a lot!
      On Aug 31, 2007, at 10:48 AM, Andrew Benson wrote:
      > To do nearest neighbor texture sampling all you have to do is:
      >
      > vec4 sample = texture2d(tex0, floor(texcoord0+vec2(0.5));
      >
      > AB
      v a d e //
      www.vade.info
      abstrakt.vade.info