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Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...
The shader system goes beyond visual appearance, defining the contents of volumes (e.g. a water volume is defined by applying a water shader to its surfaces), light emission and which sound to play when a volume is trodden upon. [3]
SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.
Real-time hardware accelerated ray tracing is a new feature for RDNA 2 which is handled by a dedicated ray accelerator inside each CU. [10] Ray tracing on RDNA 2 relies on the more open DirectX Raytracing protocol rather than the Nvidia RTX protocol.
The shader does not (or cannot) directly access 3D data for the entire scene (this would be very slow, and would result in an algorithm similar to ray tracing) and a variety of techniques have been developed to render effects like shadows and reflections using only texture mapping and multiple passes. [34]: 17.8
The GPU in Tegra 3 is an evolution of the Tegra 2 GPU, with 4 additional pixel shader units and higher clock frequency. It can also output video up to 2560×1600 resolution and supports 1080p MPEG-4 AVC/h.264 40 Mbit/s High-Profile, VC1-AP, and simpler forms of MPEG-4 such as DivX and Xvid.
GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. 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 new driver model requires the graphics hardware to have Shader Model 2.0 support at least, since the fixed function pipeline is now translated to 2.0 shaders. However, according to Microsoft as of 2009, only about 1–2 percent of the hardware running Windows Vista used the XDDM, [10] with the rest already WDDM capable.