Shading languages: Difference between revisions
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All shading languages share common features and pretty much do the same thing with more or less restrictions/flexibility, for example all have vertex and fragment shaders with fixed functionality in between, all support vector types as a fundamental type and all generate interpolated fragments for the fragment program input from the vertex program output. 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. | {| 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, for example all have vertex and fragment shaders with fixed functionality in between, all support vector types as a fundamental type and all generate interpolated fragments for the fragment program input from the vertex program output. 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.}} | |||
==== [[Shading languages: | |- | ||
| valign="top" width="50%" |{{Text Block|[[Shading languages: GLSL]]|This section discusses the OpenGL Shading Language, or GLSL.}} | |||
This section discusses | | valign="top" width="50%" |{{Text Block|[[Shading languages: Cg]]|This section discusses NVidia's proprietary Cg Shading language.}} | ||
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== | | valign="top" width="50%" |{{Text Block|[[Shading languages: ARB assembly-level]]|This section discusses ARB_fragment_program and ARB_vertex_program.}} | ||
| valign="top" width="50%" |{{Text Block|[[Shading languages: vendor-specific assembly-level]]|This section discusses the various vendor-specific shading languages.}} | |||
This section discusses ARB_fragment_program and ARB_vertex_program. | |- | ||
| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : common mistakes]]|This section discusses common mistakes made when using GLSL.}} | |||
|- | |||
| valign="top" width="50%" colspan="2" |{{Text Block|[[Shading languages: Which shading language should I use?]]|This section looks at each shading language's pros and cons, to help you decide which one is right for your project.}} | |||
This section discusses the | |- | ||
| valign="top" width="50%" colspan="2" |{{Text Block|[[Shading languages: How to detect shader model?]]|How to find out if the user's hardware is SM 2.0, SM 3.0 or ...?}} | |||
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This section discusses common mistakes made when using GLSL | [[Category:General OpenGL]] | ||
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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. | |||
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How to find out if the user's hardware is SM 2.0, SM 3.0 or ...? |
Revision as of 19:48, 3 April 2008
Shading languages: GeneralAll shading languages share common features and pretty much do the same thing with more or less restrictions/flexibility, for example all have vertex and fragment shaders with fixed functionality in between, all support vector types as a fundamental type and all generate interpolated fragments for the fragment program input from the vertex program output. 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. | |
Shading languages: GLSLThis section discusses the OpenGL Shading Language, or GLSL. |
Shading languages: CgThis section discusses NVidia's proprietary Cg Shading language. |
Shading languages: ARB assembly-levelThis section discusses ARB_fragment_program and ARB_vertex_program. |
Shading languages: vendor-specific assembly-levelThis section discusses the various vendor-specific shading languages. |
GLSL : common mistakesThis section discusses common mistakes made when using GLSL. | |
Shading languages: Which shading language should I use?This section looks at each shading language's pros and cons, to help you decide which one is right for your project. | |
Shading languages: How to detect shader model?How to find out if the user's hardware is SM 2.0, SM 3.0 or ...? |