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- 29 bytes (3 words) - 19:51, 16 March 2010
- ...websites that already discuss this well, and they are old, they don't use shaders, they don't use VBOs, they don't use FBOs, they use GL_ARB_depth_texture an4 KB (548 words) - 09:48, 3 January 2018
- ...''', and the programs that are executed by that pipeline stage are called "Shaders". In OpenGL, shaders are written in the [[OpenGL Shading Language]]. Many OpenGL implementations386 bytes (54 words) - 03:40, 18 February 2013
- This tutorial is designed to help explain how to use indices and geometry shaders in the OpenGL 3.2 core profile. ...make the same tetrahedron using indices. We will also make use of geometry shaders, which are now a standard part of the OpenGL 3.2 specification, to create a6 KB (969 words) - 22:43, 1 February 2021
- ...rray Objects]](VAOs), [[Vertex Buffer Objects]](VBOs), Vertex and Fragment Shaders. This tutorial has the same requirements to run and compile as tutorial1. ...using shaders. Our tutorial will make use of VAOs and VBOs to provide our shaders with data.15 KB (1,968 words) - 12:08, 31 October 2018
- ...awRangeElements instead of the typical glDrawArrays or glDrawElements. The shaders are GL 3.3 specific although they can easily be ported to 3.2 or 3.1 or 3.0 As for the shaders, there are 4 files. Copy them to your computer. Name them Shader1.vert, Sha19 KB (2,374 words) - 14:19, 16 May 2012
Page text matches
- ...''', and the programs that are executed by that pipeline stage are called "Shaders". In OpenGL, shaders are written in the [[OpenGL Shading Language]]. Many OpenGL implementations386 bytes (54 words) - 03:40, 18 February 2013
- * [[Tutorial2: VAOs, VBOs, Vertex and Fragment Shaders (C / SDL)]] * [[Tutorial4: Using Indices and Geometry Shaders (C /SDL)]]887 bytes (113 words) - 16:47, 7 April 2011
- ...kes a [[Primitive]] as input and outputs zero or more primitives. Geometry Shaders are used to do setup work for [[Transform Feedback]] operations, as well as Though Geometry Shaders can be used to implement a form of tessellation, you are advised to avoid u638 bytes (99 words) - 14:59, 12 April 2015
- Compute shaders are not invoked by rendering operations. They are instead started by [[Comp While compute shaders could in theory take the place of rendering, this is not a practical use fo724 bytes (111 words) - 02:55, 25 July 2018
- [[Category:Shaders]]100 bytes (11 words) - 22:40, 27 December 2014
- void '''glShaderBinary'''(GLsizei {{param|count}}, const GLuint *{{param|shaders}}, GLenum {{param|binaryFormat}}, const void *{{param|binary}}, GLsizei {{p : Specifies the number of shader object handles contained in {{param|shaders}}.3 KB (387 words) - 10:04, 15 August 2013
- ...ring pipeline]] that handles the processing of individual vertices. Vertex shaders are fed [[Vertex Attribute]] data, as specified from a [[Vertex Specificati Vertex shaders typically perform transformations to post-projection space, for consumption773 bytes (111 words) - 20:38, 1 January 2015
- ...m}}, GLsizei {{param|maxCount}}, GLsizei *{{param|count}}, GLuint *{{param|shaders}}); ; shaders2 KB (346 words) - 09:59, 15 August 2013
- ...e of shader and program objects. Because SPIR-V is a binary format, SPIR-V shaders are loaded into shader objects via the use of the shader binary API: ...{{apifunc|glShaderBinary}}(GLsizei {{param|count}}, const GLuint *{{param|shaders}}, GLenum {{param|binaryFormat}}, const void *{{param|binary}}, GLsizei {{p4 KB (626 words) - 16:40, 3 December 2018
- ...model]] that allows the user many different choices for how to build their shaders. The code for one or more shader stages is compiled and linked into a speci Shaders have a number of interfaces to external code. These represent settings that2 KB (249 words) - 15:10, 16 September 2017
- {{concept portal box|[[Portal:OpenGL Shading Language|Shaders]]|Shaders}}885 bytes (103 words) - 04:55, 15 September 2017
- // Read our shaders into the appropriate buffers // Either of them. Don't leak shaders.3 KB (394 words) - 11:11, 3 January 2018
- // Read our shaders into the appropriate buffers // Either of them. Don't leak shaders.4 KB (425 words) - 11:14, 3 January 2018
- ...ring. These are more than a scene graph; they handle all of the details of shaders, image and mesh management, and so forth. Most of them can use Direct3D or423 bytes (73 words) - 02:15, 13 March 2013
- ...pplied by the application. The key to understanding shaders is that vertex shaders are fed by graphics primitives like triangles and lines with vertex attribu2 KB (241 words) - 09:36, 29 March 2006
- ...xed-function hardware. Instead, fixed-function processes are emulated with shaders built by the system. ...nate. But the compatibility profile does not allow them to be used without shaders.3 KB (507 words) - 03:03, 10 April 2015
- ...er object]] that stores a series of separable program objects that contain shaders. Though program objects do not follow the standard OpenGL object model, pro396 bytes (57 words) - 15:35, 12 April 2015
- // Attach shaders as necessary.763 bytes (87 words) - 11:10, 3 January 2018
- ...ity in Contexts|core contexts]] of 3.1 or greater, everything is done with shaders. ...different cases. Consider writing a tool that auto-generates some of your shaders.3 KB (489 words) - 11:32, 2 January 2018
- == Using GLSL shaders == === Building shaders ===6 KB (861 words) - 22:31, 1 February 2021
- ...rrier. For the purposes of this ordering, memory transactions performed by shaders are considered to be issued by the [[Rendering Command]] that triggered the ...sourced from buffer objects after the barrier will reflect data written by shaders prior to the barrier. The set of buffer objects affected by this bit is der11 KB (1,628 words) - 23:16, 23 March 2015
- === Use in shaders ===3 KB (513 words) - 01:07, 20 October 2019
- ...e done on the CPU. It is left up to you as an exercise to do the same with shaders.4 KB (528 words) - 09:46, 3 January 2018
- ...that generates 0 or more primitives. This is unlike [[Vertex Shader|vertex shaders]], which are limited to a 1:1 input to output ratio. A GS can also perform2 KB (299 words) - 15:58, 31 December 2019
- ...="top" width="50%" colspan="2" |{{Text Block|[[Geometry Shaders]]|Geometry Shaders.}}2 KB (287 words) - 20:48, 21 September 2017
- ...instance, as defined when [[Geometry Shader Instancing|instancing geometry shaders]].837 bytes (122 words) - 14:06, 3 January 2018
- ...ment shader programming. Though it now supports geometry and tessellation shaders as well. Note, that Cg has been [https://developer.nvidia.com/cg-toolkit di ...ering pipelines using vertex and pixel shaders (and more recently geometry shaders).7 KB (1,093 words) - 21:51, 1 February 2021
- == Access in shaders == ...annot be used with fixed-function OpenGL's texturing systems. You must use shaders to access them.}}4 KB (688 words) - 17:55, 27 July 2019
- One big difference is that GLSL shaders must start with a [[Core_Language_%28GLSL%29#Version|version declaration]],890 bytes (140 words) - 04:31, 25 July 2013
- All inputs from vertex shaders to the TCS are aggregated into arrays, based on the size of the input patch ...utorial]: A simple OpenGL tutorial with source code for using Tessellation Shaders. Based on VC++ 2010.8 KB (1,241 words) - 04:20, 12 November 2022
- This tutorial is designed to help explain how to use indices and geometry shaders in the OpenGL 3.2 core profile. ...make the same tetrahedron using indices. We will also make use of geometry shaders, which are now a standard part of the OpenGL 3.2 specification, to create a6 KB (969 words) - 22:43, 1 February 2021
- Fragment shaders can use most of the [[Sampler (GLSL)|texture accessing functions]] with ful1 KB (155 words) - 15:36, 12 April 2015
- {{pagelink|:Tessellation Control Shader|Tessellation Control Shaders}} provide the following built-in input variables:1 KB (158 words) - 07:05, 26 July 2013
- ...hey are textures, their multiple samples can also be fetched from [[Shader|shaders]].1 KB (166 words) - 14:01, 28 December 2021
- ...rogram Object]] or [[Program Pipeline Object]] which provides the [[Shader|shaders]] for the programmable pipeline stages. Vertex shaders perform basic processing of each individual vertex. Vertex shaders receive the attribute inputs from the vertex rendering and converts each in13 KB (1,996 words) - 15:04, 7 November 2022
- ...a texture to an image unit for the purpose of reading and writing it from shaders. {{param|unit}} specifies the zero-based index of the image unit to which t {{param|access}} specifies the access types to be performed by shaders and may be set to {{enum|GL_READ_ONLY}}, {{enum|GL_WRITE_ONLY}}, or {{enum|6 KB (854 words) - 21:05, 25 July 2013
- There was a lot of buzz when this appeared. It was a DX9 part. Very powerful shaders.<br> These seem to be the same as Radeon 9700 but with support for longer shaders.<br>3 KB (457 words) - 22:34, 1 February 2021
- ...th executable code. This is done by [[Shader Compilation|compiling linking shaders into the program]], or by [[Program Binary|uploading binary, pre-compiled d ...erations]] with {{require|4.3|compute_shader}}) will be rendered using the shaders linked into that program, as well as whatever state is set into that progra10 KB (1,543 words) - 16:35, 6 May 2015
- ...certain dimensionality. These images can be [[Sampler (GLSL)|sampled from shaders]] or access via [[Image Load Store|direct image load/store]]. The images th1 KB (177 words) - 15:02, 12 April 2015
- ...h a shader stage executes is specified by the nature of that stage; vertex shaders execute once per input vertex, for example (though some executions can be s ...tion used to execute the compute operation. Most important of all, compute shaders have no user-defined inputs and no outputs at all. The built-in inputs only12 KB (1,978 words) - 15:20, 22 April 2019
- ...awRangeElements instead of the typical glDrawArrays or glDrawElements. The shaders are GL 3.3 specific although they can easily be ported to 3.2 or 3.1 or 3.0 As for the shaders, there are 4 files. Copy them to your computer. Name them Shader1.vert, Sha19 KB (2,374 words) - 14:19, 16 May 2012
- ...xecution of any OpenGL functions in an application. It can extract images, shaders, and so forth. It also automatically logs all OpenGL function calls. Works1 KB (201 words) - 04:47, 18 May 2013
- ...hould only expect to be able to use atomic counters in fragment or compute shaders. ...requirements for GL 4.3 are 0 for every stage except fragment and compute shaders, where up to 8 atomic counters are required to be supported. There is also6 KB (925 words) - 17:28, 29 September 2021
- Let's assume that we'll be using shaders. If you haven't learned shaders yet, now is the time.<br>4 KB (512 words) - 15:46, 20 October 2015
- ...ring pipeline]] that handles the processing of individual vertices. Vertex shaders are fed [[Vertex Attribute]] data, as specified from a [[Vertex Specificati Vertex shaders typically perform transformations to post-projection space, for consumption10 KB (1,557 words) - 11:03, 10 November 2017
- ...ser-defined program designed to run on some stage of a graphics processor. Shaders provide the code for certain programmable stages of the [[Rendering Pipelin Shaders are written in the [[OpenGL Shading Language]]. The OpenGL rendering pipeli19 KB (2,928 words) - 15:06, 9 October 2019
- ...]] are now the developers responsibility and can be fully programmed using shaders. ...SL functions have also been removed. Managing matrices and sending data to shaders is now the developers responsibility. See [[Related_toolkits_and_APIs#Math_10 KB (1,543 words) - 14:28, 11 May 2016
- == Access in shaders ==6 KB (962 words) - 22:04, 31 August 2017
- ...re also show the equivalent shader code in GLSL to encourage people to use shaders instead of the fixed pipeline.<br> Most people don't need to send much texcoords to their vertex shaders but they need to sample a lot of textures, that is why the numbers are alwa20 KB (2,790 words) - 10:26, 3 January 2018
- * [[Shadow Mapping without shaders]]1 KB (179 words) - 15:25, 22 April 2019
- // Attach the shaders to their respective programs2 KB (207 words) - 11:13, 3 January 2018
- {{pagelink|Vertex Shader|Vertex Shaders}} have the following predefined outputs.2 KB (252 words) - 04:04, 12 April 2019
- ...the idea of applying such programmability into hardware rendering has not. Shaders, such as Pixar's [http://en.wikipedia.org/wiki/PhotoRealistic_RenderMan Ren ...e shaders". Exposed in the {{extref|texture_shader|NV}} extension, texture shaders were a way to use a texture unit as a computation unit. The computation uni13 KB (2,086 words) - 18:28, 15 January 2015
- As for shaders, glEnable(GL_TEXTURE_2D), glEnable(GL_TEXTURE_3D) and so on have no effect2 KB (351 words) - 18:19, 2 January 2018
- ...rray Objects]](VAOs), [[Vertex Buffer Objects]](VBOs), Vertex and Fragment Shaders. This tutorial has the same requirements to run and compile as tutorial1. ...using shaders. Our tutorial will make use of VAOs and VBOs to provide our shaders with data.15 KB (1,968 words) - 12:08, 31 October 2018
- ...ave the same general meaning as for [[Vertex Shader/Defined Outputs|vertex shaders]], but since a TCS must always be followed by an evaluation shader, the TCS1 KB (231 words) - 18:20, 25 February 2017
- The syntax is almost identical to Direct3D's HLSL. As such, Cg shaders can be ported without changes to HLSL, if one is doing cross-API developmen ...library that is external to the driver. As such, the user can pre-compile shaders into their target form.7 KB (1,122 words) - 15:10, 8 September 2019
- ...eline is eliminated from GPU for a long time now. It is better to just use shaders and to write modern code.<br>2 KB (269 words) - 11:54, 2 August 2012
- Fragment shaders take a single fragment as input and produce a single fragment as output. Fragment shaders are technically an optional shader stage. If no fragment shader is used, th11 KB (1,704 words) - 14:37, 25 November 2020
- According to the "Nvidia OpenGL Shading Language Release Notes" for shaders containing an explicit #version statement those Nvidia extensions to GLSL s2 KB (266 words) - 12:51, 16 May 2014
- '''Description:''' Tool or library for offline compilation of GLSL shaders. This would compile into a standartized bytecode-like format (like D3D does == Blend shaders ==11 KB (1,760 words) - 20:37, 4 January 2013
- ATI does not support higher than SM 2.0 functionality in assembly shaders.2 KB (298 words) - 03:23, 28 September 2012
- // or use glLoadMatrixf if you aren't using shaders.2 KB (275 words) - 11:53, 3 January 2018
- 2 KB (279 words) - 20:59, 21 May 2020
- ...ritten in [[GLSL]] that governs the processing of [[Primitive]]s. Geometry shaders reside between the [[Vertex Shader]]s (or the optional [[Tessellation]] sta {{note|While geometry shaders have had previous extensions like GL_EXT_geometry_shader4 and GL_ARB_geomet15 KB (2,262 words) - 05:44, 23 November 2022
- 2 KB (318 words) - 20:20, 2 February 2018
- * [[Portal:OpenGL Shading Language|Shaders]]2 KB (281 words) - 22:34, 30 July 2013
- ...ications that may be required to ensure correct operation of the installed shaders given the current GL state.2 KB (294 words) - 10:06, 15 August 2013
- Shader subroutines cannot be used by [[SPIR-V]] shaders. You can of course emulate this functionality by using a {{code|switch}} st ...ing these resources is important for how to actually set these things from shaders. The {{require|4.3|program_interface_query}} feature can be [[Program Inter10 KB (1,499 words) - 18:11, 21 September 2017
- ...t can be uploaded with a call to glLoadMatrixf(matrix) or if you are using shaders, use glUniformMatrix4fv(location, 1, GL_FALSE, matrix).3 KB (328 words) - 11:52, 3 January 2018
- ..._FRAMEBUFFER}}, to indicate the namespace containing the names of buffers, shaders, programs, vertex array objects, query objects, program pipelines, transfor3 KB (368 words) - 01:52, 27 September 2012
- == Shaders == ...now '''in'''(put) and varying variables are '''out'''(put) for the vertex shaders. Uniforms stay the same.12 KB (1,733 words) - 01:10, 28 January 2013
- ...xturing. You also needed to call <code>glEnable(GL_LIGHTING)</code>. Since shaders override these functionalities, you don't need to glEnable/glDisable. If yo For things that are not overriden by shaders, like the alpha test, depth test, stencil test, calling glEnable/glDisable6 KB (977 words) - 11:31, 2 January 2018
- ...ings that will be linked together. Program objects provide this mechanism. Shaders that are to be linked together in a program object must first be attached t3 KB (415 words) - 09:47, 15 August 2013
- ...websites that already discuss this well, and they are old, they don't use shaders, they don't use VBOs, they don't use FBOs, they use GL_ARB_depth_texture an4 KB (548 words) - 09:48, 3 January 2018
- 2 KB (362 words) - 16:38, 6 May 2015
- ...teShaderProgram''' creates a program object containing compiled and linked shaders for a single stage specified by {{param|type}}. {{param|strings}} refers to3 KB (336 words) - 01:42, 25 July 2013
- ..._FRAMEBUFFER}}, to indicate the namespace containing the names of buffers, shaders, programs, vertex array objects, query objects, program pipelines, transfor3 KB (423 words) - 01:48, 27 September 2012
- ...[Shift]+[f]) showing all of the OpenGL functions called, problems and used shaders and textures. GLI will make a folder where your EXE is and places the XML f ...ebugger. It works transparently just like gDebugger, and it can debug the shaders line by line. It is also free.9 KB (1,320 words) - 17:25, 18 August 2021
- ...Shading Language]] scripts are loaded into OpenGL to be used as [[Shader | shaders]]. OpenGL has three ways to compile shader text into usable OpenGL objects ...ins references to OpenGL 4.x features, such as [[Tessellation|tessellation shaders]] and [[Compute Shader]]s. If you are using OpenGL 3.x, you can ignore such31 KB (4,839 words) - 11:35, 11 October 2022
- ...t all ''theoretically possible'' for ''any'' texture fetch executed by the shaders to access any part of any image being written in the rendering operation. O ...n place. For example, in a fragment shader, you can assume that the vertex shaders to compute the vertices for the primitive being rasterized have completed.27 KB (4,404 words) - 13:55, 22 September 2021
- This is a short document about Geometry Shaders in OpenGL.<br> Fact #1 : Geometry Shaders are now core functionality.<br>8 KB (1,099 words) - 11:51, 3 January 2018
- ...[[Compute Shader]]s, the scope is all invocations within a work group. For shaders launched through [[Rendering Command]]s, this gets more complex. ...ing once the <code>discard</code> command is reached. In general, fragment shaders are grouped into blocks of four; so long as one of them is running, they al19 KB (2,937 words) - 12:51, 11 January 2021
- ...a program. It also provides a means for checking the compatibility of the shaders that will be used to create a program (for instance, checking the compatibi3 KB (469 words) - 19:32, 27 September 2012
- Linking between shader stages allows multiple shaders to use the same block. Interface blocks match with each other based on the ...initions are important for [[Interface Matching|interface matching between shaders in the same pipeline]]. The details of how matching definitions work are li23 KB (3,547 words) - 19:29, 10 November 2022
- User-defined inputs for vertex shaders are called vertex attributes. They are passed via [[Vertex Specification|ve ...but they have no functional effects. Do not use them unless you want your shaders to be ES compatible.}}18 KB (2,803 words) - 04:10, 11 November 2022
- ...tations must perform when rendering commands are issued while programmable shaders are part of current state. The error {{enum|GL_INVALID_OPERATION}} will be3 KB (460 words) - 10:05, 15 August 2013
- Geometry shaders, and the {{enum|GL_TRIANGLES_ADJACENCY}}, {{enum|GL_TRIANGLE_STRIP_ADJACENC4 KB (502 words) - 09:47, 15 August 2013
- One of the requirements is to use shaders. Here is a GLSL example.3 KB (432 words) - 20:33, 16 March 2012
- ...is called an "active" uniform; any other uniform specified by the original shaders is inactive. Inactive uniforms cannot be used to do anything in a program. Implementation note: OpenGL implementations are allowed to reject shaders for implementation-dependent reasons. So you can have fewer active uniform8 KB (1,359 words) - 15:58, 18 May 2020
- ...d in a form where this kind of layout location linking outside of separate shaders did not work. That is, if you specified location indices, they were effecti ...ny shader stage input/output declaration. This includes interfaces between shaders, fragment shader outputs, tessellation {{code|patch}} variables, and so for19 KB (2,775 words) - 15:11, 14 July 2020
- ...applications from D3D to OpenGL. They are primarily focused on data areas: shaders and meshes. That is, they mainly make it easier to use the same mesh data b3 KB (558 words) - 18:50, 10 February 2018
- ...ber of image binding points (which are separate from texture image units). Shaders can read information from these images and write information to them, in wa ...cation in an image. These operations are guaranteed to be "atomic": if two shaders issue the same atomic operation on the same location in the same image, one26 KB (4,234 words) - 06:45, 13 January 2023
- ...causes a few things to be shared such as textures, display lists, VBO/IBO, shaders. You should call wglShareLists as soon as possible, meaning before you crea4 KB (620 words) - 12:39, 3 January 2018
- ...rocessing pass. This means to render all available geometry, using minimal shaders and a rendering pipeline that [[Write Mask|only writes to the depth buffer]5 KB (712 words) - 21:46, 5 January 2019
- ...t 16 for GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS but users are saying that their shaders don't work.<br>5 KB (767 words) - 03:13, 21 March 2011
- |The [[SPIR-V]] language can be used to define shaders. |[[Vertex Shader#Other inputs|Vertex shaders]] can get the draw ID and base vertex/instance values from rendering comman31 KB (4,199 words) - 11:12, 13 February 2022
- ...provides a number of constant integer variables that give these values to shaders. All of these values are available to ''all'' shader stages.8 KB (916 words) - 16:35, 6 May 2015
- ...resentation - V''' ('''SPIR-V''') is an intermediate language for defining shaders. It is intended to be a compiler target from a number of different language5 KB (772 words) - 16:38, 3 December 2018
- This command makes it possible for vertex shaders to use descriptive names for attribute variables rather than generic variab6 KB (837 words) - 16:37, 6 May 2015