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Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies.. It is an optimization of supersampling, where only the necessary parts are sampled more.
The simplest kinds of pixel shaders output one screen pixel as a color value; more complex shaders with multiple inputs/outputs are also possible. [5] Pixel shaders range from simply always outputting the same color, to applying a lighting value, to doing bump mapping , shadows , specular highlights , translucency and other phenomena.
November 1, 2012 (Open Beta) Free to Play Warframe: Digital Extremes: Digital Extremes Action Microsoft Windows March 15, 2013 Free to Play Warzone 2100: Warzone 2100 Project: Warzone 2100 Project Real-time strategy: Microsoft Windows, macOS, Linux, FreeBSD, OpenBSD: 1999 (Original retail release) June 11, 2005 (Open-source release) Free and ...
It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution. The shader assembly language cannot be directly used to program unified Shader Model 4.0, 4.1, 5.0, and 5.1, although it retains its function as a representation of the intermediate bytecode for debug purposes. [6]
"Free and open-source software" (FOSS) is an umbrella term for software that is considered free software and/or open-source software. [1] The precise definition of the terms "free software" and "open-source software" applies them to any software distributed under terms that allow users to use, modify, and redistribute said software in any manner they see fit, without requiring that they pay ...
Cg programs are built for different shader profiles that stand for GPUs with different capabilities. [8] These profiles decide, among others, how many instructions can be in each shader, how many registers are available, and what kind of resources a shader can use.
[4] [5] It used cel-shading for its characters and its vibrant visual style has had a lasting influence on the use of cel-shading in video games. Since the early 2000s, many notable video games have made use of this style, such as Cel Damage (2001), The Legend of Zelda: The Wind Waker (2002) and Ōkami (2006).
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.