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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions: ARB vertex shader; ARB fragment shader; ARB shader objects; ARB geometry shader 4; ARB tessellation shader; ARB compute shader

  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

    Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after tessellation); thus one vertex in, one (updated) vertex out. Each vertex is then rendered ...

  5. Vertex buffer object - Wikipedia

    en.wikipedia.org/wiki/Vertex_buffer_object

    A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering. VBOs offer substantial performance gains over immediate mode rendering primarily because the data reside in video device memory rather than system memory ...

  6. ARB assembly language - Wikipedia

    en.wikipedia.org/wiki/ARB_assembly_language

    The GPU's vertex processor calculates all the pixels controlled by a set of vertices, interpolates their position and other properties and passes them onto its fragment process. Fragment programs allow developers to modify these pixel properties before they are rendered to a frame buffer for display.

  7. 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.

  8. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The color of a fragment depends on the illumination, texture, and other material properties of the visible primitive and is often interpolated using the triangle vertex properties. Where available, a fragment shader (also called Pixel Shader) is run in the rastering step for each fragment of the object. If a fragment is visible, it can now be ...

  9. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    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.