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  2. Bloom (shader effect) - Wikipedia

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

    An example of bloom in a picture taken with a camera. Note the blue fringe that is particularly noticeable along the right edge of the window. 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 ...

  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. Source (game engine) - Wikipedia

    en.wikipedia.org/wiki/Source_(game_engine)

    The Source 2006 branch was the term used for Valve's games using technology that culminated with the release of Half-Life 2: Episode One. HDR rendering and color correction were first implemented in 2005 using Day of Defeat: Source, which required the engine's shaders to be rewritten. [7]

  5. Garry's Mod - Wikipedia

    en.wikipedia.org/wiki/Garry's_Mod

    Garry's Mod, commonly clipped as GMod, is a 2006 sandbox game developed by Facepunch Studios and published by Valve.The base game mode of Garry's Mod has no set objectives and provides the player with a world in which to freely manipulate objects.

  6. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Shaders are most commonly used to produce lit and shadowed areas in the rendering of 3D models. Another use of shaders is for special effects, even on 2D images, (e.g., a photo from a webcam). The unaltered, unshaded image is on the left, and the same image has a shader applied on the right.

  7. 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.

  8. 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 ...

  9. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    DirectX 10 introduced features allowing shaders to access individual samples in multi-sampled render targets (and depth buffers in version 10.1), giving users of this API access to hardware anti-aliasing in deferred shading. These features also allow them to correctly apply HDR luminance mapping to anti-aliased edges, where in earlier versions ...