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Video games outsource rendering calculations to the GPU over OpenGL in real-time. Shaders are written in OpenGL Shading Language and compiled. The compiled programs are executed on the GPU. OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language.
OpenGL (Open Graphics Library [4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
Away3D is an open-source platform for developing interactive 3D graphics for video games and applications, in Adobe Flash or HTML5. The platform consists of a 3D world editor (Away Builder), [ 5 ] [ 6 ] a 3D graphics engine (Away3D or AwayJS), a 3D physics engine (Away Physics) [ 7 ] and a compressed 3D model file format (AWD).
ANGLE, web browsers graphics engine, a cross-platform translator of OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Direct3D (a subset of DirectX) Glide a defunct 3D graphics API developed by 3dfx Interactive. Mantle developed by AMD. Metal developed by Apple. OpenGL and the OpenGL Shading Language; OpenGL ES 3D API for embedded devices.
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", " matrix ", "color" and " normal ".
The official OpenGL and OpenGL ES shading language is OpenGL Shading Language, also known as GLSL, and the official Direct3D shading language is High Level Shader Language, also known as HLSL. Cg , a third-party shading language which outputs both OpenGL and Direct3D shaders, was developed by Nvidia ; however since 2012 it has been deprecated.
OpenGL ES comes with its own version of shading language (OpenGL ES SL), which is different from OpenGL SL. [1] Version 1.0 and 1.1 both have common (CM) and common lite (CL) profiles, the difference being that the common lite profile only supports fixed-point instead of floating point data type support, whereas common supports both.