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|| ivec2 ||:ref:`textureSize<shader_func_textureSize>`\ (\ |gsampler2D| s, int lod) | Get the size of a texture. |
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|| ivec2 ||:ref:`textureSize<shader_func_textureSize>`\ (\ samplerCube s, int lod) ||
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|| ivec2 ||:ref:`textureSize<shader_func_textureSize>`\ (\ samplerCubeArray s, int lod) ||
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|| ivec3 ||:ref:`textureSize<shader_func_textureSize>`\ (\ |gsampler2DArray| s, int lod) ||
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|| ivec3 ||:ref:`textureSize<shader_func_textureSize>`\ (\ |gsampler3D| s, int lod) ||
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|| ivec2 ||:ref:`textureSize<shader_func_textureSize>`\ (\ samplerCubeArray s, int lod) |For performance reasons, this function should be avoided as it|
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|| ivec3 ||:ref:`textureSize<shader_func_textureSize>`\ (\ |gsampler2DArray| s, int lod) |always performs a full texture read. When possible, you should pass|
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|| ivec3 ||:ref:`textureSize<shader_func_textureSize>`\ (\ |gsampler3D| s, int lod) |the texture size as a uniform instead.|
|| vec2 ||:ref:`textureQueryLod<shader_func_textureQueryLod>`\ (\ |gsampler2D| s, vec2 p) | Compute the level-of-detail that would be used to sample from a |
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