Difference between revisions of "Shading languages"

From OpenGL.org
Jump to: navigation, search
m
m (removed underscores in link)
 
(11 intermediate revisions by 3 users not shown)
Line 4: Line 4:
 
| 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.}}
 
| 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.}}
 
|-
 
|-
| valign="top" width="50%" |{{Text Block|[[Shading languages: GLSL]]|This section discusses the OpenGL Shading Language, or GLSL.}}
+
| valign="top" width="50%" |{{Text Block|[[:Category:OpenGL Shading Language|OpenGL Shading Language (GLSL)]]|
 +
This section discusses the [[OpenGL Shading Language]], or GLSL.
 +
}}
 
| valign="top" width="50%" |{{Text Block|[[Shading languages: Cg]]|This section discusses NVidia's proprietary Cg Shading language.}}
 
| valign="top" width="50%" |{{Text Block|[[Shading languages: Cg]]|This section discusses NVidia's proprietary Cg Shading language.}}
 
|-
 
|-
Line 12: Line 14:
 
| 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|[[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.}}
+
| 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.}}
 
|-
 
|-
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[Vertex Texture Fetch]]|This section looks at how to implement Vertex Texture Fetch.}}
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[Vertex Texture Fetch]]|This section looks at how to implement Vertex Texture Fetch.}}
Line 18: Line 20:
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[Texture Sampling]]|This section looks at what happens when you sample a texture.}}
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[Texture Sampling]]|This section looks at what happens when you sample a texture.}}
 
|-
 
|-
| valign="top" width="50%" colspan="2" |{{Text Block|[[Skeletal Animation]]|Also called bone based animation, bone animation.}}
+
| valign="top" width="50%" colspan="2" |{{Text Block|[[Geometry Shaders]]|Geometry Shaders.}}
 +
|-
 +
| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : recommendations]]|This section makes a few recommendations.}}
 
|-
 
|-
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : nVidia specific features]]|This section looks at nVidia specific features.}}
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : nVidia specific features]]|This section looks at nVidia specific features.}}
 
|-
 
|-
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : ATI/AMD specific features]]|This section looks at ATI/AMD specific features.}}
 
| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : ATI/AMD specific features]]|This section looks at ATI/AMD specific features.}}
|-
 
| 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 ...?}}
 
 
|-
 
|-
 
|}
 
|}
 
[[Category:General OpenGL]]
 
[[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.