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  2. 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.

  3. 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.

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Pixel shaders range from simply always outputting the same color, to applying a lighting value, to doing bump mapping, shadows, specular highlights, translucency and other phenomena. They can alter the depth of the fragment (for Z-buffering), or output more than one color if multiple render targets are active. In 3D graphics, a pixel shader ...

  5. Radeon 8000 series - Wikipedia

    en.wikipedia.org/wiki/Radeon_8000_Series

    Pixel Shader 1.1 DirectX 8.1 Pixel Shader 1.4; Max. Texture Inputs: 4 6 Max. Program Length: 12 instructions (up to 4 texture sampling, 8 color blending) 22 instructions (up to 6 texture sampling, 8 texture addressing, 8 color blending) Instruction Set: 13 address operations, 8 color operations 12 address / color operations Texture Addressing ...

  6. 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

  7. 3DMark - Wikipedia

    en.wikipedia.org/wiki/3DMark

    GT2: Battle of Proxycon - SM1.1 vertex shaders / SM1.4 or 1.1 pixel shaders / stencil shadows; GT3: Trolls' Lair - SM1.1 vertex shaders / SM1.4 or 1.1 pixel shaders / stencil shadows; GT4: Mother Nature - SM1.x and SM2.0 vertex and pixel shaders; 2 CPU tests - low resolution versions of GT1 and GT3, using software vertex shaders to provide the ...

  8. Direct3D - Wikipedia

    en.wikipedia.org/wiki/Direct3D

    Direct3D was not considered to be user friendly, but as of DirectX version 8.1, many usability problems were resolved. Direct3D 8 contained many powerful 3D graphics features, such as vertex shaders, pixel shaders, fog, bump mapping and texture mapping.

  9. 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.