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The first ever version of Minecraft was released in May 2009, [11] but client-side modding of the game did not become popular in earnest until the game reached its alpha stage in June 2010. The only mods that were released during Minecraft 's Indev and Infdev development stages were a few client-side mods that had minor changes to the game.
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.
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.
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.
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 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.
As the number of profile and shader types cropped up, Microsoft has switched to use the term "Shader Model" to group a set of profiles found in a generation of GPUs. [9] Cg supports some of the newer profiles up to Shader Model 5.0 as well as translation to glsl or hlsl.
Standard Portable Intermediate Representation (SPIR) is an intermediate language for parallel computing and graphics by Khronos Group.It is used in multiple execution environments, including the Vulkan graphics API and the OpenCL compute API, to represent a shader or kernel.