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  2. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    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 gathered.

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.

  4. Ghost of Tsushima - Wikipedia

    en.wikipedia.org/wiki/Ghost_of_Tsushima

    Ghost of Tsushima is a 2020 action-adventure game developed by Sucker Punch Productions and published by Sony Interactive Entertainment.The player controls Jin Sakai, a samurai on a quest to protect Tsushima Island during the first Mongol invasion of Japan.

  5. Metal (API) - Wikipedia

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

    Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offering low-level access to the GPU hardware for apps on iOS , iPadOS , macOS , and tvOS .

  6. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    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. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing , as well as general-purpose ...

  7. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...

  8. List of common shading algorithms - Wikipedia

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

    The light that is not absorbed by the material and bounced out through the surface again gives rise to a diffuse indirect reflection, which will illuminate the surface not only where it is lit, but also in the vicinity of where the light hits, as well as on the other side of thin parts of an object.

  9. 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.