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  2. List of rendering APIs - Wikipedia

    en.wikipedia.org/wiki/List_of_rendering_APIs

    Some have been extended to include support for compute shaders. Low level rendering APIs typically leave more responsibility with the user for resource memory management , and require more verbose control, but have significantly lower CPU overhead, [ 1 ] and allow greater utilisation of multicore processors .

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Other functions like abs, sin, pow, etc, are provided but they can also all operate on vector quantities, i.e. pow(vec3(1.5, 2.0, 2.5), abs(vec3(0.1, -0.2, 0.3))). GLSL supports function overloading (for both built-in functions and operators, and user-defined functions), so there might be multiple function definitions with the same name, having ...

  4. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    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.

  5. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    [4] [5] It used cel-shading for its characters and its vibrant visual style has had a lasting influence on the use of cel-shading in video games. Since the early 2000s, many notable video games have made use of this style, such as Cel Damage (2001), The Legend of Zelda: The Wind Waker (2002) and Ōkami (2006).

  6. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    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.

  7. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    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.

  8. Template:Version - Wikipedia

    en.wikipedia.org/wiki/Template:Version

    This template presents version history tables in a standardized format. Note that you may have to insert it in source mode, not visual mode. Many articles on Wikipedia use color-coded tables to illustrate the version or release history of software. The template has been imported from German Wikipedia, where it is used as the current standard for color-coding history tables. This template is ...

  9. Template:Hand tools - Wikipedia

    en.wikipedia.org/wiki/Template:Hand_tools

    To change this template's initial visibility, the |state= parameter may be used: {{ Hand tools | state = collapsed }} will show the template collapsed, i.e. hidden apart from its title bar. {{ Hand tools | state = expanded }} will show the template expanded, i.e. fully visible.