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==== [[Shading languages: vendor-specific assembly-level]] ====
__NOTOC__ <!-- TOC will mess things up, layout-wise -->


This section discusses the various vendor-specific shading languages.
{| 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.}}
==== [[Shading languages: ARB assembly-level]] ====
|-
 
| valign="top" width="50%" |{{Text Block|[[:Category:OpenGL Shading Language|OpenGL Shading Language (GLSL)]]|
This section discusses ARB_fragment_program and ARB_vertex_program.
This section discusses the [[OpenGL Shading Language]], or GLSL.
 
}}
==== [[Shading languages: GLSL]] ====
| valign="top" width="50%" |{{Text Block|[[Shading languages: Cg]]|This section discusses NVidia's proprietary Cg Shading language.}}
 
|-
This section discusses the OpenGL Shading Language, or GLSL.
| valign="top" width="50%" |{{Text Block|[[SPIR-V]]|This section discusses SPIR-V, as it can be used in OpenGL.}}
 
|-
==== [[Shading languages: Cg]] ====
| valign="top" width="50%" colspan="2" |{{Text Block|[[GLSL : common mistakes]]|This section discusses common mistakes made when using GLSL.}}
 
|-
This section discusses NVidia's Cg language.
| 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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==== [[Shading languages: Which shading language should I use?]] ====
| valign="top" width="50%" colspan="2" |{{Text Block|[[Vertex Texture Fetch]]|This section looks at how to implement Vertex Texture Fetch.}}
 
|-
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|[[Texture Sampling]]|This section looks at what happens when you sample a texture.}}
|-
| 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 : ATI/AMD specific features]]|This section looks at ATI/AMD specific features.}}
|-
|}
[[Category:General OpenGL]]

Latest revision as of 20:48, 21 September 2017


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.

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.

SPIR-V

This section discusses SPIR-V, as it can be used in OpenGL.

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.