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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history.

  3. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.

  4. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    GLSL 4.00, Tessellation on GPU, shaders with 64-bit precision [53] 4.1 July 26, 2010 GLSL 4.10, Developer-friendly debug outputs [a], compatibility with OpenGL ES 2.0 [54] 4.2 August 8, 2011 [55] GLSL 4.20, Shaders with atomic counters, draw transform feedback instanced, shader packing, performance improvements 4.3 August 6, 2012 [56]