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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    ARB vertex shader; ARB fragment shader; ARB shader objects; ARB geometry shader 4; ARB tessellation shader; ARB compute shader; GLSL shaders can also be used with Vulkan, and are a common way of using shaders in Vulkan. GLSL shaders are precompiled before use, or at runtime, into a binary bytecode format called SPIR-V, usually using offline ...

  3. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    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 ...

  4. RetroArch - Wikipedia

    en.wikipedia.org/wiki/RetroArch

    RetroArch is a free and open-source, cross-platform frontend for emulators, game engines, video games, media players and other applications. It is the reference implementation of the libretro API, [2] [3] designed to be fast, lightweight, portable and without dependencies. [4]

  5. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    The first shader-capable GPUs only supported pixel shading, but vertex shaders were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia GeForce 3 (NV20), released in 2001. [3] Geometry shaders were introduced with Direct3D 10

  6. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.

  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. Comparison of bootloaders - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_bootloaders

    Note: The column MBR (Master Boot Record) refers to whether or not the boot loader can be stored in the first sector of a mass storage device. The column VBR (Volume Boot Record) refers to the ability of the boot loader to be stored in the first sector of any partition on a mass storage device.

  9. List of Android launchers - Wikipedia

    en.wikipedia.org/wiki/List_of_Android_launchers

    The topic of this article may not meet Wikipedia's notability guideline for stand-alone lists. Please help to demonstrate the notability of the topic by citing reliable secondary sources that are independent of the topic and provide significant coverage of it beyond a mere trivial mention.

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