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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.
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.
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]