Keyword Analysis & Research: glsl
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Core Language (GLSL) - OpenGL Wiki - The Khronos Group
https://www.khronos.org/opengl/wiki/Core_Language_(GLSL)
WebJan 11, 2021 · The OpenGL Shading Language has gone through a number of revisions, some of them quite substantial. As part of the OpenGL Specification, each version of OpenGL is required to support specific versions of GLSL; it may optionally support more. To specify which version of GLSL should be used to compile/link a shader, use this directive: #
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OpenGL Shading Language - Wikipedia
https://en.wikipedia.org/wiki/OpenGL_Shading_Language
WebOpenGL Shading Language ( GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
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OpenGL Shading Language - OpenGL Wiki - The Khronos Group
https://www.khronos.org/opengl/wiki/OpenGL_Shading_Language
WebFeb 1, 2021 · The OpenGL Shading Language (GLSL) is the principal shading language for OpenGL. While, thanks to OpenGL Extensions, there are several shading languages available for use in OpenGL, GLSL (and SPIR-V) are supported directly by OpenGL without extensions. GLSL is a C-style language.
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GLSL Shaders - Game development | MDN - MDN Web Docs
https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders
WebJul 7, 2023 · Shaders use GLSL (OpenGL Shading Language), a special OpenGL Shading Language with syntax similar to C. GLSL is executed directly by the graphics pipeline. There are several kinds of shaders, but two are commonly used to create graphics on the web: Vertex Shaders and Fragment (Pixel) Shaders.
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Built-in Variable (GLSL) - OpenGL Wiki - The Khronos Group
https://www.khronos.org/opengl/wiki/Built-in_Variable_(GLSL)
WebMay 6, 2015 · GLSL provides a number of constant integer variables that give these values to shaders. All of these values are available to all shader stages. All of these variables are declared as const, so they are considered constant expressions. These constants are named based on the OpenGL enumerators used to specify those limitations.
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The OpenGL® Shading Language, Version 4.60 - Khronos …
https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.4.60.pdf
Webthe GLSL source: the front-end can be informed of such limits, and report errors when they are exceeded. SPIR-V features that are not controlled by a SPIR-V capability, but do have an equivalent GLSL counterpart (stages, built-in functions, types, limits, etc.) are only expected to work on OpenGL
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Khronos OpenGL® Registry - The Khronos Group Inc
https://registry.khronos.org/OpenGL/index_gl.php
WebKhronos OpenGL® Registry. The OpenGL Registry contains specifications of the core API and shading language; specifications of Khronos- and vendor-approved OpenGL extensions; header files corresponding to the specifications; and related documentation including specifications, extensions, and headers for the GLX, WGL, and GLU APIs.
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The OpenGL Shading Language 4 - Khronos Group
https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.4.50.pdf
Web1.2.1 Changes from Revision 6 of GLSL Version 4.50 • Public Bug 1448: Cannot reuse the same binding number, except if the type of resource is different, or for atomic counters if the offset is different. • Public Bug 1460: Denormalized 16-bit floats can be flushed to zero when unpacked, but it is preferred that values are preserved.
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The OpenGL Shading Language - Khronos Group
https://registry.khronos.org/OpenGL/specs/gl/GLSLangSpec.1.40.pdf
Web1 Introduction • Use of gl_ClipVertex.Use gl_ClipDistance instead. • Built-in vertex shader inputs. • Built-in uniforms except for depth range parameters • Built-in interface between vertex and fragment: gl_TexCoord, gl_FogFragCoord, and all the color values. • Built-in two-sided coloring. • Fixed functionality for a programmable stage. Supply shaders for all …
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GLSL Programming/Introduction - Wikibooks
https://en.wikibooks.org/wiki/GLSL_Programming/Introduction
WebApr 16, 2020 · GLSL (OpenGL Shading Language) is one of several commonly used shading languages for real-time rendering (other examples are Cg and HLSL). These shading languages are used to program shaders (i.e. more or less small programs) that are executed on a GPU (graphics processing unit), i.e. the processor of the graphics system …
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