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The ability to write shaders that can be used on any hardware vendor's graphics card that supports the OpenGL Shading Language. Each hardware vendor includes the GLSL compiler in their driver, thus allowing each vendor to create code optimized for their particular graphics card’s architecture.
An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. 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.
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 ...
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 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.
WebGL programs consist of control code written in JavaScript, and shader code written in OpenGL ES Shading Language (GLSL ES, sometimes referred to as ESSL), a language similar to C or C++. WebGL code is executed on a computer's GPU. WebGL is designed and maintained by the non-profit Khronos Group. [4]
GlassyMesa is an LLVM-based compiler stack for shaders written in GLSL. For SSA see the article Static single assignment form. In addition, using the modular structure of Gallium3D, there is an effort underway to use the LLVM compiler suite and create a module to optimize shader code on the fly. [167]
For example, SPIR-V allows the Vulkan API to use any shading language, including GLSL and HLSL. [4] [5] SPIR-V can be decompiled into several shading languages (GLSL, GLSL ES, MSL, HLSL) using SPIRV-Cross, so that these languages can be interconverted. [6] It also has paths to and/or from WebGPU, OpenCL, SYCL, C++, and Rust.