Search results
Results From The WOW.Com Content Network
Shaders are simple programs that describe the traits of either a vertex or a pixel. Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after ...
In the RGB model, the primary colors are red, green, and blue. The complementary primary–secondary combinations are red – cyan, green – magenta, and blue – yellow. In the RGB color model, the light of two complementary colors, such as red and cyan, combined at full intensity, will make white light, since two complementary colors contain ...
Red (RGB), RGB red, or electric red[citation needed] (as opposed to pigment red, shown below) is the brightest possible red that can be reproduced on a computer monitor. This color is an approximation of an orangish red spectral color. It is one of the three primary colors of light in the RGB color model, along with green and blue.
DirectX High-Level Shader Language. The High-Level Shading Language (HLSL) is a C-style shader language for DirectX 9 and higher and Xbox game consoles. It is related to Nvidia's Cg, but is only supported by DirectX and Xbox. HLSL programs are compiled into bytecode equivalent of DirectX shader assembly language.
128. orange (255, 128, 0) 255. 255. yellow (255, 255, 0) Shades are created by multiplying the intensity of each primary color by 1 minus the shade factor, in the range 0 to 1. A shade factor of 0 does nothing to the hue, a shade factor of 1 produces black: new intensity = current intensity * (1 – shade factor)
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 ...
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. HLSL is analogous to the GLSL shading ...
Diffuse reflection. Light that is reflected on a non-metallic and/or a very rough surface gives rise to a diffuse reflection. Models that describe the perceived brightness due to diffuse reflection include: Lambert. Oren–Nayar (Rough opaque diffuse surfaces) Minnaert.