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Encyclopedia > Shader

Shaders are a set of different technologies. It can refer to:

  • Shader (film): covers applications of a shader in relation to visual effects in films.
  • Shader (computer science)
    • Shader (offline)
    • Introduction to shaders (realtime)
    • Shader (realtime)
    • Shader (realtime, logical): provides an in-depth look at the logical model for shaders in major APIs. It has been inferred from very technical documentation and is not intended for casual readers.
    • Shader (realtime, applications)
    • Shader (realtime, examples)
  • Shader (hardware): a basic explanation of the word regarding hardware, most used in hardware sites. Casual readers may want to look up there.

A Shader in the field of computer graphics is a set of software instructions, which is used by the graphic resources primarily to perform rendering effects. ... A shader is essentially a computer program[1] executed on special environment[2][3]. This article specifically covers realtime shaders which are shaders meant to execute on consumer GPUs. ...

See also


  Results from FactBites:
 
NVIDIA Shader Library (1275 words)
With a wide range of shaders including skin, natural effects, metals, post processing effects, and much more, the NVIDIA Shader Library exists to help developers easily find and integrate great shaders into their projects.
All the shaders in this library are provided free of charge for use in derivative works, whether academic, commercial, or personal (Full License).
This shader assumes the input model is a multi-segment unit square in XY with center at the origin.
ParVis - Shader Library (3435 words)
Shaders are written in the shading language, and are compiled by the shader compiler into a form that can be loaded and executed by the library on behalf of the renderer.
Once the shaders have been bound to their respective primitives, the renderer determines the points at which the shading calculations are to be performed.
The shader instance is the object that the renderer uses to perform shading, and it is the responsibility of the renderer to keep track of which shader is to be applied to each rendering primitive.
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