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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions:

  3. Blinn–Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Blinn–Phong_reflection_model

    The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model. [1]Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are ...

  4. 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.

  5. ARB assembly language - Wikipedia

    en.wikipedia.org/wiki/ARB_assembly_language

    The ARB and Nvidia established a number of OpenGL extensions to standardize GPU programming: [1] EXT_texture_env_combine - provided a programmable method of combining textures. NV_register_combiners - GeForce 256; NV_vertex_program - GeForce 3; NV_texture_shader - GeForce 3; NV_texture_shader3 - GeForce 4; NV_vertex_program2 - GeForce FX

  6. Framebuffer object - Wikipedia

    en.wikipedia.org/wiki/Framebuffer_Object

    The rendered image is captured and subjected to Fragment Shaders or other manipulations. This allows for many of today's popular computer graphics effects to be carried out, including the addition of a blurring or bloom effect. Can be used to create views of other scenes, for example: a TV in a house showing the view from a secondary camera.

  7. List of 3D graphics libraries - Wikipedia

    en.wikipedia.org/wiki/List_of_3D_graphics_libraries

    ANGLE, web browsers graphics engine, a cross-platform translator of OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Direct3D (a subset of DirectX) Glide a defunct 3D graphics API developed by 3dfx Interactive. Mantle developed by AMD. Metal developed by Apple. OpenGL and the OpenGL Shading Language; OpenGL ES 3D API for embedded devices.

  8. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The most important shader units are vertex shaders, geometry shaders, and pixel shaders. The Unified Shader has been introduced to take full advantage of all units. This gives a single large pool of shader units. As required, the pool is divided into different groups of shaders. A strict separation between the shader types is therefore no ...

  9. Triangle strip - Wikipedia

    en.wikipedia.org/wiki/Triangle_strip

    To draw a triangle strip using immediate mode OpenGL, glBegin must be passed the argument GL_TRIANGLE_STRIP, which notifies OpenGL a triangle strip is about to be drawn. The glVertex * family of functions specify the coordinates for each vertex in the triangle strip. For more information, consult The OpenGL Redbook. [3]