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GLSL Version OpenGL Version Date Shader Preprocessor 1.10.59 [1] 2.0: 30 April 2004: #version 110 1.20.8 [2] 2.1: 07 September 2006: #version 120 1.30.10 [3] 3.0: 22 November 2009: #version 130 1.40.08 [4] 3.1: 22 November 2009: #version 140 1.50.11 [5] 3.2: 04 December 2009: #version 150 3.30.6 [6] 3.3: 11 March 2010: #version 330 4.00.9 [7] 4 ...
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.
The first shader-capable GPUs only supported pixel shading, but vertex shaders were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia GeForce 3 (NV20), released in 2001. [3] Geometry shaders were introduced with Direct3D 10
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.
Some incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.1, which added the GL_ARB_ES2_compatibility extension. [9] Actual version is 2.0.25. [10] The Khronos Group has written a document describing the differences between OpenGL ES 2.0 and ordinary OpenGL 2.0. [11]
Source code for the Commodore 64 version was uploaded to archive.org in 2021. [157] Half-Life 2: 2004 2003 Windows FPS: Valve: An alpha version of Half-Life 2 's source code was leaked in 2003, a year before the game's release. [158] A complete snapshot of the game from 2017 also became public in the 2020 Source Engine leak. [159] Halo Wars ...
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.
[7] [10] It was shown at Worldwide Developers Conference 2005 by Scott Forstall on Mac OS X. [11] The next year, Unity was named runner-up in the Best Use of Mac OS X Graphics category in Apple Inc.'s Apple Design Awards. [12] Unity was initially released for Mac OS X, later adding support for Microsoft Windows and Web browsers. [13]
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