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  2. 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 ...

  3. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Geometry shaders were introduced in Direct3D 10 and OpenGL 3.2; formerly available in OpenGL 2.0+ with the use of extensions. [7] This type of shader can generate new graphics primitives, such as points, lines, and triangles, from those primitives that were sent to the beginning of the graphics pipeline. [8]

  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. Cg (programming language) - Wikipedia

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

    Cg programs are built for different shader profiles that stand for GPUs with different capabilities. [8] These profiles decide, among others, how many instructions can be in each shader, how many registers are available, and what kind of resources a shader can use.

  6. Metal (API) - Wikipedia

    en.wikipedia.org/wiki/Metal_(API)

    Dota 2: Valve: Source 2: 18 July 2013: MoltenVK was announced on 26 February 2018. [19] The option to use this became available on 31 May 2018. [20] The Elder Scrolls Online: Zenimax Online Studios: N/A: 4 April 2014: 22 October 2018: OpenGL Renderer replaced with Vulkan via MoltenVK wrapper (translates Vulkan API calls to Metal) in patch 4.2.5 ...

  7. 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.

  8. RenderMan Interface Specification - Wikipedia

    en.wikipedia.org/wiki/RenderMan_Interface...

    The fifteen standard light source, surface, volume, displacement, and imager shaders required by the specification. Any additional shaders, and any deviations from the standard shaders presented in this specification, must be documented by providing the equivalent shader expressed in the RenderMan shading language.

  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 ...