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This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.
The ability to write shaders that can be used on any hardware vendor's graphics card that supports the OpenGL Shading Language. Each hardware vendor includes the GLSL compiler in their driver, thus allowing each vendor to create code optimized for their particular graphics card’s architecture.
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.
Cg (short for C for Graphics) and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. Cg/HLSL is based on the C programming language and although they share the same core syntax, some features of C were modified and new data types were added to make Cg ...
Tungsten Graphics Shader Infrastructure; W. WebGPU Shading Language This page was last edited on 25 August 2017, at 22:02 (UTC). Text is available under the Creative ...
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.
In 3D computer graphics, Phong shading, Phong interpolation, [1] or normal-vector interpolation shading [2] is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong.
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.