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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.
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 ...
A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", " matrix ", "color" and " normal ".
The official OpenGL and OpenGL ES shading language is OpenGL Shading Language, also known as GLSL, and the official Direct3D shading language is High Level Shader Language, also known as HLSL. Cg , a third-party shading language which outputs both OpenGL and Direct3D shaders, was developed by Nvidia ; however since 2012 it has been deprecated.
WebGPU Shading Language This page was last edited on 25 August 2017, at 22:02 (UTC). Text is available under the Creative Commons Attribution-ShareAlike 4.0 License ...
Microsoft Visual Programming Language This page was last edited on 30 April 2021, at 16:23 (UTC). Text is available under the Creative Commons Attribution ...
WebGPU enables 3D graphics within an HTML canvas.It also has robust support for general-purpose GPU computations. [3]WebGPU uses its own shading language called WGSL that was designed to be trivially translatable to SPIR-V, until complaints caused redirection into a more traditional design, similar to other shading languages.
Standard Portable Intermediate Representation (SPIR) is an intermediate language for parallel computing and graphics by Khronos Group. It is used in multiple execution environments, including the Vulkan graphics API and the OpenCL compute API, to represent a shader or kernel. It is also used as an interchange language for cross compilation. [1] [2]