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GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.
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.
GLSL 4.00, Tessellation on GPU, shaders with 64-bit precision [54] 4.1 July 26, 2010 GLSL 4.10, Developer-friendly debug outputs [a], compatibility with OpenGL ES 2.0 [55] 4.2 August 8, 2011 [56] GLSL 4.20, Shaders with atomic counters, draw transform feedback instanced, shader packing, performance improvements 4.3 August 6, 2012 [57]
A procedural image made in Shadertoy with distance fields, modeled, shaded, lit and rendered in realtime. Shadertoy is an online community and platform for computer graphics professionals, academics [1] and enthusiasts who share, learn and experiment with rendering techniques and procedural art through GLSL code.
Download as PDF; Printable version; ... surface shaders, light shaders, volume shaders, displacement shaders, all pixel filters, generate image to file (RGB & RGBA ...
Free and open-source software portal; A procedural image rendered with Aqsis. Aqsis is a free rendering suite compliant with the RenderMan standard. It is available under the BSD, previously under GPL. Its main author and project manager is Paul Gregory. The Aqsis project consists of a renderer, shader
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.
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.