Shader: Difference between revisions
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* [[Vertex Shader]]s (GL ≥ 2.0) | * [[Vertex Shader]]s (GL ≥ 2.0) | ||
* [[Tessellation Control Shader]]s (GL ≥ 4.0) | * [[Tessellation Shader|Tessellation Control Shader]]s (GL ≥ 4.0) | ||
* [[Tessellation Evaluation Shader]]s (GL ≥ 4.0) | * [[Tessellation Shader|Tessellation Evaluation Shader]]s (GL ≥ 4.0) | ||
* [[Geometry Shader]]s (GL ≥ 3.2) | * [[Geometry Shader]]s (GL ≥ 3.2) | ||
* [[Fragment Shader]]s (GL ≥ 2.0) | * [[Fragment Shader]]s (GL ≥ 2.0) |
Revision as of 21:28, 26 August 2012
A Shader is a program designed to run on some stage of a graphics processor. Its purpose is to execute one of the programmable stages of the rendering pipeline.
In OpenGL, shaders are written in GLSL, and are of the following types:
- Vertex Shaders (GL ≥ 2.0)
- Tessellation Control Shaders (GL ≥ 4.0)
- Tessellation Evaluation Shaders (GL ≥ 4.0)
- Geometry Shaders (GL ≥ 3.2)
- Fragment Shaders (GL ≥ 2.0)
- Compute Shaders (GL ≥ 4.3)
This article is a stub. You can help the OpenGL Wiki by expanding it. |