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Shader

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132: 207: 93: 783:. Vertex shaders are the oldest type of 3D shader, generally making modifications on a per-vertex basis. Newer geometry shaders can generate new vertices from within the shader. Tessellation shaders are the newest 3D shaders; they act on batches of vertices all at once to add detail—such as subdividing a model into smaller groups of triangles or other primitives at runtime, to improve things like 231: 52: 851:. A typical real-world example of the benefits of geometry shaders would be automatic mesh complexity modification. A series of line strips representing control points for a curve are passed to the geometry shader and depending on the complexity required the shader can automatically generate extra lines each of which provides a better approximation of a curve. 903:. These mesh shaders allow the GPU to handle more complex algorithms, offloading more work from the CPU to the GPU, and in algorithm intense rendering, increasing the frame rate of or number of triangles in a scene by an order of magnitude. Intel announced that Intel Arc Alchemist GPUs shipping in Q1 2022 will support mesh shaders. 864:
scaling. This allows objects close to the camera to have fine detail, while further away ones can have more coarse meshes, yet seem comparable in quality. It also can drastically reduce required mesh bandwidth by allowing meshes to be refined once inside the shader units instead of downsampling very
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As of OpenGL 4.0 and Direct3D 11, a new shader class called a tessellation shader has been added. It adds two new shader stages to the traditional model: tessellation control shaders (also known as hull shaders) and tessellation evaluation shaders (also known as Domain Shaders), which together allow
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Geometry shader programs are executed after vertex shaders. They take as input a whole primitive, possibly with adjacency information. For example, when operating on triangles, the three vertices are the geometry shader's input. The shader can then emit zero or more primitives, which are rasterized
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are active. In 3D graphics, a pixel shader alone cannot produce some kinds of complex effects because it operates only on a single fragment, without knowledge of a scene's geometry (i.e. vertex data). However, pixel shaders do have knowledge of the screen coordinate being drawn, and can sample the
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of connected nodes that allow users to direct various textures, maps, and mathematical functions into output values like the diffuse color, the specular color and intensity, roughness/metalness, height, normal, and so on. Automatic compilation then turns the graph into an actual, compiled shader.
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given to the graphics processor. The purpose is to transform each vertex's 3D position in virtual space to the 2D coordinate at which it appears on the screen (as well as a depth value for the Z-buffer). Vertex shaders can manipulate properties such as position, color and texture coordinates, but
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in 2018 which are also modelled after compute shaders. Nvidia Turing is the world's first GPU microarchitecture that supports mesh shading through DirectX 12 Ultimate API, several months before Ampere RTX 30 series was released.
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for simpler meshes to be subdivided into finer meshes at run-time according to a mathematical function. The function can be related to a variety of variables, most notably the distance from the viewing camera to allow active
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There are three types of shaders in common use (pixel, vertex, and geometry shaders), with several more recently added. While older graphics cards utilize separate processing units for each shader type, newer cards feature
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The graphic pipeline uses these steps in order to transform three-dimensional (or two-dimensional) data into useful two-dimensional data for displaying. In general, this is a large pixel matrix or "
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Shaders are written to apply transformations to a large set of elements at a time, for example, to each pixel in an area of the screen, or for every vertex of a model. This is well suited to
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complex ones from memory. Some algorithms can upsample any arbitrary mesh, while others allow for "hinting" in meshes to dictate the most characteristic vertices and edges.
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Geometry shaders were introduced in Direct3D 10 and OpenGL 3.2; formerly available in OpenGL 2.0+ with the use of extensions. This type of shader can generate new graphics
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as a color value; more complex shaders with multiple inputs/outputs are also possible. Pixel shaders range from simply always outputting the same color, to applying a
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screen and nearby pixels if the contents of the entire screen are passed as a texture to the shader. This technique can enable a wide variety of two-dimensional
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cannot create new vertices. The output of the vertex shader goes to the next stage in the pipeline, which is either a geometry shader if present, or the
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added support for a new shader stage—primitive shaders—somewhat akin to compute shaders with access to the data necessary to process geometry.
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were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia
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Shaders replace a section of the graphics hardware typically called the Fixed Function Pipeline (FFP), so-called because it performs
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which are capable of executing any type of shader. This allows graphics cards to make more efficient use of processing power.
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If a geometry shader is in the graphics processing unit and active, some changes of the geometries in the scene are performed.
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and texture mapping in a hard-coded manner. Shaders provide a programmable alternative to this hard-coded approach.
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to produce a range of effects. Beyond simple lighting models, more complex uses of shaders include: altering the
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The depth test is performed; fragments that pass will get written to the screen and might get blended into the
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If a tessellation shader is in the graphics processing unit and active, the geometries in the scene can be
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effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a
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The language in which shaders are programmed depends on the target environment. The official OpenGL and
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always require a 3D scene. For instance, a pixel shader is the only kind of shader that can act as a
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and other attributes of each "fragment": a unit of rendering work affecting at most a single output
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were introduced with Direct3D 10 and OpenGL 3.2. Eventually, graphics hardware evolved toward a
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that can create shaders without the need for actual code; the user is instead presented with a
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Vertex shaders are the most established and common kind of 3D shader and are run once for each
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programs) and geometry data to the graphics processing unit, located on the graphics card.
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or other geometry but may also access the colors and textures used to draw the model or
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Please help update this article to reflect recent events or newly available information.
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are not limited to graphics applications, but use the same execution resources for
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The RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics
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Typical uses of a geometry shader include point sprite generation, geometry
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Another use of shaders is for special effects, even on 2D images, (e.g., a
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for rendering, taking the shaders as arguments, and providing a specific
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The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
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This article is about the kind of computer program. For other uses, see
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began to support shaders. The first shader-capable GPUs only supported
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The calculated geometry is triangulated (subdivided into triangles).
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and other phenomena. They can alter the depth of the fragment (for
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or textures introduced by the computer program calling the shader.
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value) of a pixel. A vertex shader is called for each vertex in a
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Shaders are simple programs that describe the traits of either a
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This use of the term "shader" was introduced to the public by
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used to construct a final rendered image can be altered using
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to facilitate this, vastly improving computation throughput.
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in the field of computer graphics. They modify attributes of
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Fragment quads are modified according to the fragment shader.
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functions; with shaders, customized effects can be used. The
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microarchitectures which both support mesh shading through
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Within the vertex shader, the geometry is transformed.
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general-purpose computing on graphics processing units
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defined in a shader, and can be modified by external
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Type of program in a graphical processing unit (GPU)
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Phong shading is an improvement on 105:may be compromised due to out-of-date information 1465:"Vulkan Ray Tracing Final Specification Release" 307:(GPU), though this is not a strict requirement. 1681: 1569:Texturing and modeling: a procedural approach 710:), or output more than one color if multiple 8: 1048:between intermediate results, enabling both 1033:, and most modern GPUs have multiple shader 832:and their fragments ultimately passed to a 80:Learn how and when to remove these messages 1751: 1688: 1674: 1666: 847:extrusion, and single pass rendering to a 258:that calculates the appropriate levels of 1306:"Pipeline Stages (Direct3D 10) (Windows)" 319:of the past that only allowed for common 194:Learn how and when to remove this message 176:Learn how and when to remove this message 658:. 2D shaders may take part in rendering 139:This article includes a list of general 1219:"The RenderMan Interface Specification" 1185: 731:. Pixel shaders may also be applied in 1492:"NNAPI Migration Guide | Android NDK" 1366:"Introduction to Turing Mesh Shaders" 1352:"NVIDIA Turing Architecture In-Depth" 1232:Lillypublished, Paul (May 19, 2009). 735:stages to any two-dimensional images— 578:The CPU sends instructions (compiled 210:An example of two kinds of shadings: 7: 2093:List of computer graphics algorithms 1652:Riemer's DirectX & HLSL Tutorial 1252:"ShaderWorks' update - DirectX Blog" 954:Tensor shaders may be integrated in 1052:(across pixels, vertices etc.) and 962:. Tensor shaders are supported by 465:effects such as those seen in the 315:, which has mostly superseded the 145:it lacks sufficient corresponding 25: 1295:. Retrieved on December 21, 2011. 1266:"GLSL Tutorial – Fragment Shader" 1169:List of common shading algorithms 891:In 2020, AMD and Nvidia released 61:This article has multiple issues. 1647:OpenGL geometry shader extension 1394:"Announcing DirectX 12 Ultimate" 130: 91: 50: 1625:. Addison-Wesley Professional. 1599:. Addison-Wesley Professional. 1280:"GLSL Tutorial – Vertex Shader" 601:Triangles are broken down into 69:or discuss these issues on the 1108:development platforms such as 791:, or change other attributes. 311:are used to program the GPU's 299:Traditional shaders calculate 1: 2050:3D computer graphics software 1661:Pipeline Stages (Direct3D 10) 670:Pixel shaders, also known as 1865:Hidden-surface determination 1240:– via www.pcgamer.com. 1056:(between stages). (see also 449:(for so-called "bluescreen/ 374:Shaders are used widely in 2130: 1078:High Level Shader Language 869:Primitive and Mesh shaders 516:(NV20), released in 2001. 481:with version 3.0 of their 383:computer-generated imagery 29: 914:shaders are supported by 490:graphics processing units 1293:Geometry Shader - OpenGL 885:Turing microarchitecture 492:evolved, major graphics 305:graphics processing unit 2077:Vector graphics editors 2072:Raster graphics editors 1621:OpenGL Shading Language 1194:"LearnOpenGL - Shaders" 1074:OpenGL Shading Language 1019:tiled forward rendering 409:of an image; producing 317:fixed-function pipeline 160:more precise citations. 1960:Checkerboard rendering 1398:DirectX Developer Blog 1090:Metal Shading Language 1080:, also known as HLSL. 243: 227: 1915:Affine transformation 1894:Surface triangulation 1838:Anisotropic filtering 1424:NVIDIA Developer Blog 1368:. September 17, 2018. 1354:. September 14, 2018. 1120:increasingly include 1042:higher order function 425:(for depth effects), 321:geometry transforming 290:video post-processing 233: 209: 1072:shading language is 1054:pipeline parallelism 855:Tessellation shaders 522:unified shader model 278:—a process known as 1930:Collision detection 1858:Global illumination 1573:. AP Professional. 1551:Musgrave, F. Kenton 1473:. November 23, 2020 1031:parallel processing 1025:Parallel processing 907:Ray tracing shaders 901:DirectX 12 Ultimate 729:cartoon/cel shaders 700:specular highlights 542:texture coordinates 483:RenderMan Interface 419:volumetric lighting 1980:Scanline rendering 1774:Parallax scrolling 1764:Isometric graphics 1531:. Addison-Wesley. 1496:Android Developers 1340:. January 5, 2017. 1312:. January 6, 2021. 1310:msdn.microsoft.com 1254:. August 13, 2003. 1122:node-based editors 1100:GUI shader editors 920:DirectX Raytracing 775:3D shaders act on 763:after it has been 644:2D shaders act on 494:software libraries 313:rendering pipeline 244: 228: 2101: 2100: 2042:Graphics software 1935:Planar projection 1920:Back-face culling 1792: 1791: 1736:Alpha compositing 1697:Computer graphics 1589:Fernando, Randima 1451:www.anandtech.com 878:microarchitecture 826:graphics pipeline 727:/enhancement for 674:shaders, compute 572:graphics pipeline 309:Shading languages 248:computer graphics 204: 203: 196: 186: 185: 178: 124: 123: 84: 16:(Redirected from 2121: 2027:Volume rendering 1899:Wire-frame model 1752: 1690: 1683: 1676: 1667: 1636: 1624: 1610: 1584: 1572: 1542: 1530: 1507: 1506: 1504: 1502: 1488: 1482: 1481: 1479: 1478: 1461: 1455: 1454: 1442: 1436: 1435: 1433: 1431: 1416: 1410: 1409: 1407: 1405: 1400:. March 19, 2020 1390: 1384: 1383: 1376: 1370: 1369: 1362: 1356: 1355: 1348: 1342: 1341: 1334: 1328: 1327: 1326:. 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Retrieved 1197: 1188: 1103: 1067: 1039: 1028: 1009: 953: 910: 890: 882: 872: 858: 841:tessellation 838: 834:pixel shader 830: 819: 798: 774: 761:video stream 733:intermediate 732: 704:translucency 692:bump mapping 669: 650: 643: 630: 621:frame buffer 618: 613:frame buffer 569: 562: 558:tessellation 531: 487: 476: 453:" effects), 439:bump mapping 373: 308: 298: 279: 251: 245: 212:Flat shading 190: 172: 163: 144: 112: 101: 77: 70: 64: 63:Please help 60: 43: 32: 2022:Translation 1975:Ray casting 1965:Ray tracing 1843:Cel shading 1817:Image-based 1798:3D graphics 1779:Ray casting 1728:2D graphics 1559:Perlin, Ken 1064:Programming 912:Ray tracing 708:Z-buffering 660:3D geometry 463:psychedelic 451:greenscreen 431:cel shading 415:light bloom 387:video games 270:during the 158:introducing 2086:Algorithms 1940:Reflection 1477:2021-02-22 1180:References 1106:video game 1058:map reduce 992:TensorFlow 822:primitives 806:rasterizer 771:3D shaders 765:rasterized 747:, whereas 640:2D shaders 593:subdivided 570:The basic 443:distortion 399:brightness 395:saturation 365:algorithms 345:brightness 341:saturation 166:April 2014 141:references 115:April 2017 66:improve it 2065:rendering 2055:animation 1945:Rendering 1501:August 1, 1070:OpenGL ES 1035:pipelines 964:Microsoft 916:Microsoft 810:3D models 777:3D models 554:primitive 514:GeForce 3 467:demoscene 369:variables 359:, and/or 351:) of all 301:rendering 272:rendering 224:3D models 72:talk page 2108:Category 2060:modeling 1987:Rotation 1925:Clipping 1908:Concepts 1887:Deferred 1853:Lighting 1833:Aliasing 1827:Unbiased 1822:Spectral 1617:(2004). 1595:(2003). 1565:(1994). 1523:(1990). 1467:. Blog. 1238:PC Gamer 1133:See also 1046:dataflow 968:DirectML 875:AMD Vega 849:cube map 745:pipeline 743:—in the 741:textures 688:lighting 672:fragment 651:textures 565:lighting 502:Direct3D 496:such as 407:contrast 361:textures 357:vertices 349:contrast 329:position 276:3D scene 264:darkness 2114:Shading 1992:Scaling 1882:Shading 1430:May 25, 1404:May 25, 1104:Modern 984:Core ML 737:sprites 696:shadows 546:z-depth 473:History 403:HSL/HSV 281:shading 238:from a 154:improve 35:(album) 2012:Shader 1784:Skybox 1769:Mode 7 1741:Layers 1629:  1603:  1577:  1535:  1144:SPIR-V 1086:Nvidia 988:Google 976:OpenVX 936:SPIR-V 934:, and 928:Vulkan 897:Ampere 893:RDNA 2 801:vertex 785:curves 759:for a 757:filter 656:pixels 534:vertex 528:Design 508:, but 498:OpenGL 385:, and 376:cinema 353:pixels 347:, and 266:, and 252:shader 240:webcam 143:, but 33:Shader 2032:Voxel 2017:Texel 1718:Pixel 1164:GPGPU 1118:Godot 1110:Unity 1015:GPGPU 994:, by 986:, by 980:Apple 978:, by 970:, by 944:Metal 940:Apple 938:, by 922:, by 789:bumps 723:, or 684:pixel 680:pixel 676:color 627:Types 550:alpha 538:pixel 536:or a 479:Pixar 427:bokeh 405:) or 333:color 274:of a 268:color 260:light 254:is a 236:photo 1756:2.5D 1627:ISBN 1601:ISBN 1575:ISBN 1533:ISBN 1503:2024 1432:2021 1406:2021 1205:2019 1149:HLSL 1139:GLSL 1116:and 1000:ONNX 998:via 990:via 982:via 974:via 966:via 960:GPUs 956:NPUs 942:via 932:GLSL 926:via 918:via 895:and 787:and 781:mesh 721:blur 548:and 500:and 457:and 455:edge 411:blur 331:and 323:and 288:and 250:, a 37:and 1060:). 958:or 755:or 739:or 623:". 488:As 391:hue 337:hue 246:In 2110:: 1654:: 1591:; 1561:; 1557:; 1553:; 1549:; 1494:. 1449:. 1422:. 1396:. 1308:. 1236:. 1196:. 1112:, 1096:. 1082:Cg 1002:. 946:. 930:, 843:, 836:. 828:. 812:. 767:. 702:, 698:, 694:, 524:. 469:. 445:, 441:, 437:, 433:, 429:, 421:, 417:, 413:, 397:, 393:, 381:, 355:, 343:, 339:, 296:. 262:, 75:. 1878:) 1874:( 1829:) 1815:( 1689:e 1682:t 1675:v 1635:. 1609:. 1583:. 1541:. 1505:. 1480:. 1453:. 1434:. 1408:. 1382:. 1221:. 1207:. 615:. 595:. 401:( 335:( 226:. 197:) 191:( 179:) 173:( 168:) 164:( 150:. 117:) 113:( 107:. 82:) 78:( 41:. 20:)

Index

Vertex shader
Shader (album)
Tattoo machine
improve it
talk page
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factual accuracy
references
inline citations
improve
introducing
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Flat shading
Phong shading
Gouraud shading
3D models

photo
webcam
computer graphics
computer program
light
darkness
color
rendering
3D scene
shading
special effects

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