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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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.

  3. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    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.

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.

  5. Cg (programming language) - Wikipedia

    en.wikipedia.org/wiki/Cg_(programming_language)

    Cg (short for C for Graphics) and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. Cg/HLSL is based on the C programming language and although they share the same core syntax, some features of C were modified and new data types were added to make Cg ...

  6. Rendering (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Rendering_(computer_graphics)

    The basic concepts are moderately straightforward, but intractable to calculate; and a single elegant algorithm or approach has been elusive for more general purpose renderers. In order to meet demands of robustness, accuracy and practicality, an implementation will be a complex combination of different techniques.

  7. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The rasterization step is the final step before the fragment shader pipeline that all primitives are rasterized with. In the rasterization step, discrete fragments are created from continuous primitives. In this stage of the graphics pipeline, the grid points are also called fragments, for the sake of greater distinctiveness.

  8. ARB assembly language - Wikipedia

    en.wikipedia.org/wiki/ARB_assembly_language

    While 3D developers are now more likely to use a C-like, high-level shading language for GPU programming, ARB assembly has the advantage of being supported on a wide range of hardware. Note however that some features, such as loops and conditionals, are not available in ARB assembly, and using them requires to adopt either the NV_gpu_program4 ...

  9. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    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.