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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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.

  3. 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.

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    However, pixel shaders do have knowledge of the screen coordinate being drawn, and can sample the screen and nearby pixels if the contents of the entire screen are passed as a texture to the shader. This technique can enable a wide variety of two-dimensional postprocessing effects such as blur, or edge detection/enhancement for cartoon/cel shaders.

  5. Bloom (shader effect) - Wikipedia

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

    Bloom lighting has been used in many games, modifications and game engines such as Quake Live, Cube 2: Sauerbraten and the Spring game engine. The effect was popular in 7th-generation games, [9] which were released from 2005 through to the early 2010s. Several games from the period have received criticism for overuse of the technique.

  6. 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.

  7. BTDigg - Wikipedia

    en.wikipedia.org/wiki/BTDigg

    BTDigg was founded by Nina Evseenko in January 2011. The site is also available via the I2P network and Tor.In March–April 2011, several new features were introduced, among them web plugin to search with one click, qBittorrent plugin, showing torrent info-hash as QR code picture, torrent fakes and duplicates detection, and charts of the popular torrents in soft real-time.

  8. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    Cel-shaded rendering of two isosurfaces of the probability density of a particle in a box. The cel-shading process starts with a typical 3D model.Where cel-shading differs from conventional rendering is in its non-photorealistic shading algorithm.

  9. Shadertoy - Wikipedia

    en.wikipedia.org/wiki/Shadertoy

    A procedural image made in Shadertoy with distance fields, modeled, shaded, lit and rendered in realtime. Shadertoy is an online community and platform for computer graphics professionals, academics [1] and enthusiasts who share, learn and experiment with rendering techniques and procedural art through GLSL code.

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