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Topic: Shader



  
 Shader - Wikipedia, the free encyclopedia
A shader is a program used in 3D computer graphics to determine the final surface properties of an object or image.
Vertex shaders define a method to compute vector space transformations and other linearizable computations.
A fragment shader is allowed to discard the results of its computation, meaning that the corresponding framebuffer position must retain its actual value.
http://en.wikipedia.org/wiki/Pixel_shader   (1928 words)

  
 [No title]
It is not required for a vertex shader to compute eyeZ, and the fixed function eyeZ might have nothing to do with the vertex position computed in the vertex shader.
When a texture lookup is performed in a vertex shader, the GL computes the filtered texture value tau in the manner described in sections 3.8.8 and 3.8.9, and converts it to a texture source color C_s according to table 3.21 (section 3.8.13).
This is achieved by using the built-in function ftransform in a vertex shader, and assign it to the output variable gl_Position.
http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_shader.txt   (12062 words)

  
 [No title]
Each program generates two results: a shader stage result that may be used as an input to subsequent shader stage programs, and a texture unit RGBA result that becomes the texture color used by the texture unit's texture environment function or becomes the initial value for the corresponding texture register for register combiners.
The three remaining texture shader operations respectively provide a fragment culling mechanism based on texture coordinates, a means to replace the fragment depth value, and a dot product operation that computes a floating-point value for use by subsequent texture shaders.
The rules for determining texture shader stage consistency depend on the texture shader stage operation and the inputs upon which the texture shader operation depends.
http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_shader.txt   (12388 words)

  
 TyphoonLabs Real Time Technologies
Shader Designer Linux version will be available along this month through a GameInstitute seminar.
Advise to ATI users: I have confirmation from ATI that the crash that occurs in the Shader Designer with the Catalyst 5.4 drivers is fixed in the 5.5 version, so download it when be available.
At last, we are back from Mundos Digitales 2005, a event related with 3D technologies and animation in Spain (we have been selected as finalist in the games workshop, with the Shader Designer).
http://www.typhoonlabs.com   (929 words)

  
 What's New in the Latest Version of OpenGL
Shader objects were promoted from the ARB shader objects extension.
Despite incrementing the major version number (to indicate support for high-level programmable shaders), version 2.0 is upward compatible with earlier versions, meaning that any program that runs with a 1.5, 1.4, 1.3, 1.2, 1.1, or 1.0 GL implementation will also run unchanged with a 2.0 GL implementation.
Small changes to the APIs for managing shader and program objects were made in the process of promoting the shader extensions to the OpenGL 2.0 core.
http://www.opengl.org/documentation/opengl_current_version.html   (751 words)

  
 Waterloo/CGL/Image Synthesis/Papers
Connection is functional composition: the outputs of one shader are fed into the inputs of another.
Combination concatenates the input channels, output channels, and computations of two shaders.
In particular, this algorithm could be implemented using future programmable fragment shaders with only one stage of dependent texturing.
http://www.cgl.uwaterloo.ca/Projects/rendering/Papers   (2839 words)

  
 Shader Model 3.0 - No Limits
Shader Model 2.0 hardware has been available for over a year, and both hardware and software support is growing rapidly.
Microsoft® DirectX® 9.0 introduced several new standards for advanced vertex and pixel shader technology, version 2.0 and version 3.0.
Shader Model 3.0 gives developers full and precise control over specular and fog computations, previously fixed-function
http://www.microsoft.com/whdc/winhec/partners/shadermodel30_NVIDIA.mspx   (281 words)

  
 Authoring Shaders In Source
For example, if you have a shader that has an option to multiply the color from a third texture after it multiplies the base texture and lightmap, you'd have to copy the contents of your pixel shader into a separate.FXC file, add the code to multiply the third texture, and choose that file with pShaderShadow->SetPixelShader.
Every shader has one C++ class and one or more HLSL files that it uses to render.
This is useful if you have a high-end shader that makes use of the very latest HLSL version.
http://www.valve-erc.com/srcsdk/Code/AuthoringShaders.html   (3397 words)

  
 flipcode - Pixel Shader 2.0 Example
We have to assemble the pixel shader file and tell the device to use that pixel shader rather than the shader from the fixed function pipeline.
If you want to just make sure that the pixel shader is working without the added complexity of textures, you can just write a constant value to the output register.
All of these added features make it worthwhile to learn about ps 2.0, but because it is still on the leading edge of pixel shader programming, there aren't many examples or tutorials describing how to write a ps 2.0 shader.
http://www.flipcode.com/articles/article_ps20tut.shtml   (1780 words)

  
 HLSL Introduction
Although the struct v2p must be the same as the v2p in the vertex shader, the item Position can not be read in the pixel shader, because it is not binded by the input semantics of the pixel shader.
Finally, this simplest vertex shader outputs the multiplication of the vector Position and the matrix ModelViewMatrix.
The output semantics of pixel shader can be COLORn of Color for render target n and/or DEPTH for Depth value.
http://www.neatware.com/lbstudio/web/hlsl.html   (3149 words)

  
 Beyond3D - Which was nice.
We’ve surmised that this is likely be the case previously, given that Xenos utilises a unified shader architecture at the hardware level, with both Pixel Shaders and Vertex shaders utilising the same ALU resources it becomes a ripe time to implement it with DirectX10 unifying the vertex and pixel shader programming capabilities in the API.
The X1000 series of ATI cards don't implement an actual texture fetch in the vertex shader, unlike NVIDIA's GeForce 6 and GeForce 7 series, preferring instead to get the texture information from a vertex buffer that the programmer has to setup in the pixel shader.
What ratio is ideal is debatable; it depends on a whole lot of variables, but fortunately it's easy to see whose tradeoffs win at a given price level by running some benchmarks.
http://www.beyond3d.com   (3682 words)

  
 Hardware Analysis - ATI’s Radeon X1000 series, what to expect?
The shader instructions are processed with 128-bit floating point precision and make use of the general storage register arrays that serve to increase bandwidth and provide local storage for instructions but also allow for fast thread switching.
Combined with the dynamic flow control implemented in the ultra-threading dispatch processor all the shader processors are constantly fed with data and can execute in fewer clock-cycles.
The vertex-shader processors have also been updated; they’re now able to process two shader instructions per clock and handle up to 10-billion instructions per second.
http://www.hardwareanalysis.com/content/article/1817   (1155 words)

  
 Quake 3 Arena Shader Editor
To save the shader right-click where it says File: and choose Save As… and then save the file as normal with a Windows document.
Version 0.6 of q3ase has greatly simplified the process of saving shaders and allows the invaluable option of opening pre-existing shader files.
There appears to be an error in the shader manual here.
http://www.bpeers.com/software/q3ase/q3asetutorial.html   (3242 words)

  
 Far Cry 1.2 with Shader Model 3.0 - The Tech Report - Page 1
On the pixel shader side, 3.0 allows an expanded graphics programming model with much longer instructions lengths in programs, plus dynamic branching and looping with conditionals.
Since Far Cry is one of the few games with really excellent graphics capable of pushing the latest graphics cards to their limits, this performance was one of the reasons we gave the Radeon X800 a slight edge over the GeForce 6800 overall in our review.
Since then, NVIDIA and Ubisoft have worked to implement support for Shader Model 3.0 in the new version of Far Cry.
http://techreport.com/etc/2004q3/farcry/index.x?pg=1   (783 words)

  
 UnrealWiki: Shader
A Shader can alter the appearance of a material by modifying its output blending mode, changing its alpha channel or detail texture, adding a kind of light map or specularity material.
The material to use instead if the Shader can't be rendered, e.g.
UT2004 :: Object >> Material >> RenderedMaterial >> Shader (Package: Engine)
http://wiki.beyondunreal.com/wiki/Shader   (344 words)

  
 Product : Torque Shader Engine (Indie Game License) :. GarageGames
They allow shader programmers to easily drop in their own.hlsl or shader assembly files right into the TSE framework.
Torque Shader Engine (TSE) is built on the robust AAA Torque Game Engine technology with improvements to the interior and exterior rendering engines, improved terrain rendering and additional functionality.
It is available for developers who want to get an early jump on shader development.
http://www.garagegames.com/pg/product/view.php?id=28   (1391 words)

  
 ShaderTech - GPU Programming
I decided to write a simple shader to demonstrate the use of these functions for that purpose.
Here's a description from the author: "I have not found many example shaders that make use of the ddx() ddy() instructions for the purpose of self-antialiasing in pixel shaders.
Typhoon Labs released version 1.5.8 of the OpenGL Shader Designer, adding a number of features and bug fixes.
http://www.cgshaders.org   (1309 words)

  
 Skin Shader
The Subsurface Brightness value is not used in the original Renderman Shader.
I didn't publish that version because it is in continuous developement and, until now a little bit difficult to handle, e.g.
I added this because for some strange reason, maybe a little bug, the return value of my subsurface procedure was always darker than in the original shader.
http://www.ls3d.de/rs3dskin.html   (456 words)

  
 nV News - NVIDIA GeForce 7800 GTX Preview - Page 1 of 3
Shader Model 3.0 makes developers lives easier due to the support for advanced programming features such as loops and branches.
Although Shader Model 3.0 contains features that can lead to image quality improvements, it is ultimately a toolset that provides game developers with greater programming flexibility.
This will absorb clock cycles which will hamper performance in games that use the latest version of DirectX and have more sophisticated Shader Model 3.0 pixel shaders.
http://www.nvnews.net/previews/geforce_7800_gtx/index.shtml   (1136 words)

  
 RManNotes: Shader Basics
There are two types of files that you will be concerned with when compiling and using RenderMan shaders: Shading Language source files and Shading Language object files.
The two packages also use different extensions for their object files -- ".slo" and ".slc" for PRMan and BMRT respectively.
Shading Language source files usually contain a single shader written in the RenderMan Shading Language (SL).
http://accad.osu.edu/~smay/RManNotes/shader_basics.html   (431 words)

  
 bit-tech.net A bluffer's guide to Shader Models
Companies like NVIDIA and ATI have standard libraries of shaders optimised to run on their cards, and these are also used by programmers where they don't need to create a particularly unique kind of effect.
Each revision has allowed for the length of a shader - the number of separate instructions that can be executed - to be increased, allowing for increasingly complex and sophisticated effects to be created.
These shaders are the key to what makes the graphics in games today look so much better than the graphics in games from 3, 4 or 5 years ago.
http://www.bit-tech.net/hardware/2005/07/25/guide_to_shaders/1.html   (584 words)

  
 Orange Book Shader Source Code
This page contain the source code for the application and shader examples that appear in the OpenGL Shading Language book.
Description: A shader that implements the Gooch shading algorithm from chapter 15 of the Orange Book.
Description: A shader that computes the Mandelbrot set within the fragment shader from chapter 15 of the Orange Book.
http://3dshaders.com/shaderSource.html   (432 words)

  
 Death Fall My first RenderMan Shader 1/2
— This is an update to the old superToon RenderMan shader, now with specular component and some optimizations.
— Now you can learn to make a simple shader for RenderMan with free software.
Lets add a diffuse to our shader, add this data:
http://www.deathfall.com/tutorials.php?op=showcontent&id=63   (796 words)

  
 [H] Enthusiast - [H]arder than ever.
These were taken as a demonstration to show what the technology is capable of.
We have been in contact with NVIDIA to get the needed information and we will share that with you along with our thoughts and content developers thoughts on Shader Model 3.0 as well.
Shader Model 3.0 is the set of instructions that contain both Pixel Shader 3.0 and Vertex Shader 3.0.
http://www.hardocp.com/article.html?art=NjA5   (1453 words)

  
 Beyond3D - Which was nice.
Indeed the outright performance of NV30 in full precision Shader 2.0 rendering was very overshadowed by the competition, and even the DirectX8 rendering performance was lagging slightly in many cases.
Yet when Microsoft settled DirectX9 they also introduced the Shader Model 3.0, not supported by any hardware in DirectX9’s introduction, and since it's been available for such a long time NV4x could be designed to meet its specification exactly, without much overshoot and certainly no undershoot.
And so, now we have it — NV40, or GeForce 6800, designed to be a very parallel architecture, and hence very scalable as well, with full Shader Model 3.0 and a number of other improvements over previous NVIDIA graphics parts.
http://www.beyond3d.com/previews/nvidia/nv40   (639 words)

  
 Shader Examples
Of course, shaders can be much more complex than the simple plastic shader.
The images below were rendered in Lary Gritz's shareware RenderMan complient program BMRT (Blue Moon Rendering Tools).
This shader works best if "s" and "t" *units are both the same size in world space.
http://www.cs.utah.edu/~schmelze/gibbon/example.htm   (535 words)

  
 PC Perspective - CryTek Comments on Shader 3.0
We were encouraged to overstep the usual PR methodology to learn more about Shader 3.0 and go directly to the developer.
In a bold move of confidence, NVIDIA provided us with the contact information for Crytek’s CEO, Cevat Yerli.
In an effort to display the power of the Pixel Shader 3.0 feature supported in its new GeForce 6800 series graphics cards, NVIDIA asked the makers of the popular title FarCry to showcase some of their technology.
http://www.pcper.com/article.php?aid=36   (695 words)

  
 OpenGL Shading Language @ Lighthouse 3D - GLSL Tutorial
Before writing shaders, in any language, it is a good idea to understand the basics of the graphics pipeline.
In this tutorial shader programming using GLSL will be covered.
This will provide a context to introduce shaders, what types of shaders are available, and what shaders are supposed to do.
http://www.lighthouse3d.com/opengl/glsl   (425 words)

  
 R520 Vertex Shader engine exposed
R520 is using sight Vertex Shader and each of them can process two Shader instructions per clock.
This vertex Shader 3.0 is upgraded to support Shader model 3.0 as ATI could not handle more than Shader model 2.0b before.
Vertex data are processed with 128 bit Vector ALU and the core features parallel 32 bit Scalar ALU and after processing those data are transferred via flow control to further processing.
http://www.theinquirer.net/?article=26620   (232 words)

  
 OpenGL Shading Language
The aim of this document is to thoroughly specify the programming language.
A program is a set of shaders that are compiled and linked together.
The OpenGL entry points that are used to manipulate and communicate with programs and shaders are defined separately from this language specification.
http://www.opengl.org/documentation/oglsl.html   (304 words)

  
 Auto FX Software: Mystical Lighting
Images that are flat or lack depth are transformed into new images using Shader.
Shader enables you to delicately change the tonal values, contrast and shading of images that you would normally have difficult adjusting by hand using any other method.
By placing a few simple paths on your image and setting the controls for each path you can create a wide range of looks in no time.
http://www.autofx.com/mystical_lighting/shader.html   (249 words)

  
 Half-Life 2 Shader Fallbacks
dx6/dx7: If you neglect to define a fallback shader, unlit generic is used.
dx6/dx7: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under dx6 and dx7.
dx7/dx6: this fallback shader is only defined to allow you to use the $fallbackmaterial feature to cause the material system to use a different material under dx6 and dx7.
http://www.valve-erc.com/srcsdk/Materials/shader_fallbacks.html   (337 words)

  
 My IMAGE Made with RenderMan
In this case, I code the pattern like a canvas in this imager shader.
Also, this imager shader can control the quantization of the pixel color values without the help of RiQuantize.
In Imager Shader, I define the major objects(e.g.
http://www.edit.ne.jp/~katsu/img_index.htm   (320 words)

  
 PC Perspective - CryTek Comments on Shader 3.0
8) Is the same level of image quality seen when using Shader 3.0 possible using Shader 2.0?
Several new features in 3.0 shader model aren’t for free.
The general rule is to use as lower shader version as possible.
http://www.pcper.com/article.php?aid=36&type=expert   (924 words)

  
 shader
A shader can be used by any number of models.
This shader is used when no shader has been assigned to a model and when a shader being used by a model is deleted.
Changes to a shader will appear in all models which use that shader.
http://livedocs.macromedia.com/director/mx2004/release_update_en/09_pr578.htm   (260 words)

  
 Shader Parameters - HalfLife 2 Knowledge Base
"$dudvmap" //a type of texture map used on a refration shader, use nvidia plugin for pshop to create
These are placed at the very top of your VMT to define what kind of shader your VMT texture will use.
This page was last modified 02:43, 1 Mar 2006.
http://www.hl2world.com/wiki/index.php/Shader_Parameters   (234 words)

  
 Q3ASE Homepage
To facilitate the creation and editing of such scripts, this tool will parse a script and present it as a Windows GUI which is easier to understand and navigate than the bare C-like text files.
This program is freeware : you can distribute and copy it at will as long as you do so at no charge, except for charges to cover the carrying media.
Overview of the different Clipboard modes available when using Copy on a Shader or Stage
http://www.bpeers.com/software/q3ase   (424 words)

  
 DarkTree Repository: Shader
The SHADER category contains different types of shaders, both realistic and non-realistic.
http://www.darksim.com/Repository/ba_Shader   (22 words)

  
 Quake III Arena Shader Manual: Table of Contents
Quake III Arena Shader Manual: Table of Contents
http://www.qeradiant.com/manual/Q3AShader_Manual   (53 words)

  
 Comic Shader in J3D1.3beta2
This demo shows how an interactive comic/cel shader can be written even in Java3D.
What I'm greatly missing though are 1D-Textures in Java3D which would cut down some memory usage for this shader demo.
While waiting for the applet to load enjoy this sample images.
http://www.antiflash.net/java3d/comicshader.html   (90 words)

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