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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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.

  3. 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.

  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)

    However, this technique requires that the source code for the shader be available in plain text to the compiler, allowing the user of the program to access the source-code for the shader. Some developers view this as a major drawback of this 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. Resource (Windows) - Wikipedia

    en.wikipedia.org/wiki/Resource_(Windows)

    In Microsoft Windows, a resource is an identifiable, read-only chunk of data embedded in an executable file—specifically a PE file. Files that contain resources include: EXE, DLL, CPL, SCR, SYS and MUI files. [1] [2] [3] The Windows API provides a computer program access to resources.

  8. Text file - Wikipedia

    en.wikipedia.org/wiki/Text_file

    Prior to the advent of macOS, the classic Mac OS system regarded the content of a file (the data fork) to be a text file when its resource fork indicated that the type of the file was "TEXT". [7] Lines of classic Mac OS text files are terminated with CR characters. [8] Being a Unix-like system, macOS uses Unix format for text files. [8]

  9. Unity (game engine) - Wikipedia

    en.wikipedia.org/wiki/Unity_(game_engine)

    [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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