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  2. Cg (programming language) - Wikipedia

    en.wikipedia.org/wiki/Cg_(programming_language)

    Shader Model 2.0b — Radeon X700-X850 shader model, DirectX 9.0b. Shader Model 3.0 — Radeon X1000 and GeForce 6, DirectX 9.0c. Shader Model 4.0 — Radeon HD 2000 and GeForce 8, DirectX 10. Shader Model 4.1 — Radeon HD 3000 and GeForce 200, DirectX 10.1. Shader Model 5.0 — Radeon HD 5000 and GeForce 400, DirectX 11.

  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. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    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.

  5. 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.

  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. List of HDL simulators - Wikipedia

    en.wikipedia.org/wiki/List_of_HDL_simulators

    In 2003, ModelSim 5.8 was the first simulator to begin supporting features of the Accellera SystemVerilog 3.0 standard. [1] In 2005 Mentor introduced Questa to provide high performance Verilog and SystemVerilog simulation and expand Verification capabilities to more advanced methodologies such as Assertion Based Verification and Functional ...

  8. Direct3D - Wikipedia

    en.wikipedia.org/wiki/Direct3D

    Direct3D 10.0 level hardware must support the following features: the ability to process entire primitives in the new geometry-shader stage, the ability to output pipeline-generated vertex data to memory using the stream-output stage, multisampled alpha-to-coverage support, readback of a depth/stencil surface or a multisampled resource once it ...

  9. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    [1] 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 ...