Shader: Difference between revisions
Jump to navigation
Jump to search
making a stub. |
list types |
||
Line 1: | Line 1: | ||
A ''Shader'' is a program designed to run on a graphics processor. | 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 Overview|rendering pipeline]]. | ||
In OpenGL, shaders are written in [[GLSL]], and are of the following types: | |||
* [[Vertex Shader]]s (GL ≥ 2.0) | |||
* [[Tessellation Control Shader]]s (GL ≥ 4.0) | |||
* [[Tessellation Evaluation Shader]]s (GL ≥ 4.0) | |||
* [[Geometry Shader]]s (GL ≥ 3.2) | |||
* [[Fragment Shader]]s (GL ≥ 2.0) | |||
{{stub}} | {{stub}} | ||
[[Category:Shaders]] | [[Category:Shaders]] |
Revision as of 11:29, 2 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)
This article is a stub. You can help the OpenGL Wiki by expanding it. |