Difference between revisions of "Shading languages"
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− | All shading languages share common features and pretty much do the same thing with more or less restrictions/flexibility | + | {| cellspacing="0" cellpadding="0" |
− | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[Shading languages: General]]|All shading languages share common features and pretty much do the same thing with more or less restrictions/flexibility. Before delving into the details of any one language one should first understand what a shading language does in general and where it fits/what it replaces in the overall graphics pipeline.}} | |
− | == | + | |- |
− | + | | valign="top" width="50%" |{{Text Block|[[:Category:OpenGL Shading Language|OpenGL Shading Language (GLSL)]]| | |
− | This section discusses the | + | This section discusses the [[OpenGL Shading Language]], or GLSL. |
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− | == | + | | valign="top" width="50%" |{{Text Block|[[Shading languages: Cg]]|This section discusses NVidia's proprietary Cg Shading language.}} |
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− | This section discusses | + | | valign="top" width="50%" |{{Text Block|[[SPIR-V]]|This section discusses SPIR-V, as it can be used in OpenGL.}} |
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− | == | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : common mistakes]]|This section discusses common mistakes made when using GLSL.}} |
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− | This section discusses | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[Selecting a Shading Language]]|This section looks at each shading language's pros and cons, to help you decide which one is right for your project.}} |
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− | === | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[Vertex Texture Fetch]]|This section looks at how to implement Vertex Texture Fetch.}} |
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− | This section discusses | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[Texture Sampling]]|This section looks at what happens when you sample a texture.}} |
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− | === | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[Geometry Shaders]]|Geometry Shaders.}} |
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− | This section looks at each shading language's pros and cons, to help you decide which one is right for your project. | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : recommendations]]|This section makes a few recommendations.}} |
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− | ==== [[ | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : nVidia specific features]]|This section looks at nVidia specific features.}} |
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− | + | | valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : ATI/AMD specific features]]|This section looks at ATI/AMD specific features.}} | |
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+ | |} | ||
+ | [[Category:General OpenGL]] |
Latest revision as of 20:48, 21 September 2017
Shading languages: GeneralAll shading languages share common features and pretty much do the same thing with more or less restrictions/flexibility. Before delving into the details of any one language one should first understand what a shading language does in general and where it fits/what it replaces in the overall graphics pipeline. | |
OpenGL Shading Language (GLSL)This section discusses the OpenGL Shading Language, or GLSL. |
Shading languages: CgThis section discusses NVidia's proprietary Cg Shading language. |
SPIR-VThis section discusses SPIR-V, as it can be used in OpenGL. | |
GLSL : common mistakesThis section discusses common mistakes made when using GLSL. | |
Selecting a Shading LanguageThis section looks at each shading language's pros and cons, to help you decide which one is right for your project. | |
Vertex Texture FetchThis section looks at how to implement Vertex Texture Fetch. | |
Texture SamplingThis section looks at what happens when you sample a texture. | |
Geometry ShadersGeometry Shaders. | |
GLSL : recommendationsThis section makes a few recommendations. | |
GLSL : nVidia specific featuresThis section looks at nVidia specific features. | |
GLSL : ATI/AMD specific featuresThis section looks at ATI/AMD specific features. |