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  2. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    An example of bloom in a computer-generated image (from Elephants Dream).The light on the bright background bleeds on the darker areas, such as the walls and the characters.

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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.

  4. OpenGL ES - Wikipedia

    en.wikipedia.org/wiki/OpenGL_ES

    OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU).

  5. 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.

  6. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    Compute shaders leveraging GPU parallelism within the context of the graphics pipeline; Shader storage buffer objects, allowing shaders to read and write buffer objects like image load/store from 4.2, but through the language rather than function calls. Image format parameter queries; ETC2/EAC texture compression as a standard feature

  7. Fast approximate anti-aliasing - Wikipedia

    en.wikipedia.org/wiki/Fast_approximate_anti-aliasing

    The input data is the rendered image and optionally the luminance data. [3]Acquire the luminance data. [3] This data could be passed into the FXAA algorithm from the rendering step as an alpha channel embedded into the image to be antialiased, calculated from the rendered image, or approximated by using the green channel as the luminance data.

  8. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    In a shader implementation, this test would be done at the fragment level. Also, care needs to be taken when selecting the type of texture map storage to be used by the hardware: if interpolation cannot be done, the shadow will appear to have a sharp, jagged edge (an effect that can be reduced with greater shadow map resolution).

  9. Multisample anti-aliasing - Wikipedia

    en.wikipedia.org/wiki/Multisample_anti-aliasing

    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.