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  2. Cg (programming language) - Wikipedia

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

    In addition to being able to compile Cg source to assembly code, the Cg runtime also has the ability to compile shaders during execution of the supporting program. This allows the runtime to compile the shader using the latest optimizations available for hardware that the program is currently executing on.

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    The ability to write shaders that can be used on any hardware vendor's graphics card that supports the OpenGL Shading Language. Each hardware vendor includes the GLSL compiler in their driver, thus allowing each vendor to create code optimized for their particular graphics card’s architecture.

  4. Shadertoy - Wikipedia

    en.wikipedia.org/wiki/Shadertoy

    A procedural image made in Shadertoy with distance fields, modeled, shaded, lit and rendered in realtime. Shadertoy is an online community and platform for computer graphics professionals, academics [1] and enthusiasts who share, learn and experiment with rendering techniques and procedural art through GLSL code.

  5. 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.

  6. 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.

  7. 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.

  8. OpenGL ES - Wikipedia

    en.wikipedia.org/wiki/OpenGL_ES

    OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU).

  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 ...