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Texture Sampling

A fragment shader reads image data through a sampler uniform bound to a texture unit, using texture coordinates (usually interpolated UVs) with the GLSL texture() function. The result depends on sampler state, not just the stored texels: filtering, wrapping, and mip selection all shape the returned color.

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A fragment shader reads image data through a sampler uniform bound to a texture unit, using texture coordinates (usually interpolated UVs) with the GLSL texture() function. The result depends on sampler state, not just the stored texels: filtering, wrapping, and mip selection all shape the returned color.

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