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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. The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0.
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.
[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 ...
Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders. Shaders are most commonly used to produce lit and shadowed areas in the rendering of 3D models.
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.
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.
A second type of bird flu has been found in U.S. dairy cows for the first time, the U.S. Department of Agriculture (USDA) announced on Wednesday. Until recently, all dairy herd detections in the U ...
Shader Model 4.0 is a feature of DirectX 10, which has been released with Windows Vista. Shader Model 4.0 allows 128-bit HDR rendering, as opposed to 64-bit HDR in Shader Model 3.0 (although this is theoretically possible under Shader Model 3.0). Shader Model 5.0 is a feature of DirectX 11.