Difference between revisions of "Shading languages"

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==== [[Shading languages: General]] ====
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__NOTOC__ <!-- TOC will mess things up, layout-wise -->
  
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.
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| 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: vendor-specific assembly-level]] ====
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|-
 
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| valign="top" width="50%" |{{Text Block|[[:Category:OpenGL Shading Language|OpenGL Shading Language (GLSL)]]|
This section discusses the various vendor-specific shading languages.
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This section discusses the [[OpenGL Shading Language]], or GLSL.
 
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}}
==== [[Shading languages: ARB assembly-level]] ====
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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 ARB_fragment_program and ARB_vertex_program.
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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.}}
 
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| valign="top" width="50%" |{{Text Block|[[Shading languages: vendor-specific assembly-level]]|This section discusses the various vendor-specific shading languages.}}
==== [[Shading languages: GLSL]] ====
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|-
 
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| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : common mistakes]]|This section discusses common mistakes made when using GLSL.}}
This section discusses the OpenGL Shading Language, or GLSL.
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|-
 
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| 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.}}
==== [[GLSL : common mistakes]] ====
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|-
 
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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.}}
This section discusses common mistakes made when using GLSL
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|-
 
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| valign="top" width="50%" colspan="2" |{{Text Block|[[Texture Sampling]]|This section looks at what happens when you sample a texture.}}
==== [[Shading languages: Cg]] ====
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|-
 
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| valign="top" width="50%" colspan="2" |{{Text Block|[[Geometry Shaders]]|Geometry Shaders.}}
This section discusses NVidia's Cg language.
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|-
 
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| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : recommendations]]|This section makes a few recommendations.}}
==== [[Shading languages: Which shading language should I use?]] ====
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|-
 
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| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : nVidia specific features]]|This section looks at nVidia specific features.}}
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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|-
 
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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.}}
==== [[Shading languages: How to detect shader model?]] ====
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How to find out if the user's hardware is SM 2.0, SM 3.0 or ...?
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[[Category:General OpenGL]]

Latest revision as of 07:37, 4 November 2012


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.

OpenGL Shading Language (GLSL)

This section discusses the OpenGL Shading Language, or GLSL.

Shading languages: Cg

This section discusses NVidia's proprietary Cg Shading language.

Shading languages: ARB assembly-level

This section discusses ARB_fragment_program and ARB_vertex_program.

Shading languages: vendor-specific assembly-level

This section discusses the various vendor-specific shading languages.

GLSL : common mistakes

This section discusses common mistakes made when using GLSL.

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.

Vertex Texture Fetch

This section looks at how to implement Vertex Texture Fetch.

Texture Sampling

This section looks at what happens when you sample a texture.

Geometry Shaders

Geometry Shaders.

GLSL : recommendations

This section makes a few recommendations.

GLSL : nVidia specific features

This section looks at nVidia specific features.

GLSL : ATI/AMD specific features

This section looks at ATI/AMD specific features.