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GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.
The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...
The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.
Renderman Shading Language (abbreviated RSL) is a component of the RenderMan Interface Specification, and is used to define shaders.The language syntax is C-like.. A shader written in RSL can be used without changes on any RenderMan-compliant renderer, such as Pixar's PhotoRealistic RenderMan, DNA Research's 3Delight, Sitexgraphics' Air or an open source solution such as Pixie or Aqsis.
As the number of profile and shader types cropped up, Microsoft has switched to use the term "Shader Model" to group a set of profiles found in a generation of GPUs. [9] Cg supports some of the newer profiles up to Shader Model 5.0 as well as translation to glsl or hlsl.
Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offering low-level access to the GPU hardware for apps on iOS, iPadOS, macOS, and tvOS.
WebGL programs consist of control code written in JavaScript, and shader code written in OpenGL ES Shading Language (GLSL ES, sometimes referred to as ESSL), a language similar to C or C++. WebGL code is executed on a computer's GPU.
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