Knowledge

High-Level Shader Language

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143:(Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent, and bitangent vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as 33: 166:
GPUs listed are the hardware that first supported the given specifications. Manufacturers generally support all lower shader models through drivers. Note that games may claim to require a certain DirectX version, but don't necessarily require a GPU conforming to the full specification of that
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Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or
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version, as developers can use a higher DirectX API version to target lower-Direct3D-spec hardware; for instance DirectX 9 exposes features of DirectX7-level hardware that DirectX7 did not, targeting their fixed-function T&L pipeline.
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shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently. HLSL shaders can enable profound speed and detail increases as well as many
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of the statue is achieved purely physically, while the texture of the rectangular frame beside it is based on color intensity. The square in the background has been
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language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
89: 152: 1763: 1859: 1468: 53: 601: 1615: 155:) additional primitives or to change the type of primitives, which are each then sent to the rasterizer. 1890: 1499: 887: 873: 49: 1842: 973: 959: 41: 8: 1332: 136: 56:
of the water in the foreground are added by a shader applied finally to the entire scene.
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Shader Model 3.0, Ashu Rege, NVIDIA Developer Technology Group, 2004.
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The Direct3D 10 System, David Blythe, Microsoft Corporation, 2006.
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Riemer's HLSL Introduction & Tutorial (includes sample code)
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means "32 texture instructions and 64 arithmetic instructions."
853: 100: 1012:— GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.7 1006:— GCN 1+, Kepler+, Skylake+, DirectX 12 (11_0+) with WDDM 2.6 158:
D3D11.3 and D3D12 introduced Shader Model 5.1 and later 6.0.
1680:"ATI Radeon X800 Pro and XT Platinum Edition: R420 Arrives" 833: 96: 1616:"Introduction to the DirectX 9 High-Level Shader Language" 1837:
Introduction to the DirectX 9 High Level Shading Language
85: 1030:— RDNA 1+, Maxwell 2+, DirectX 12 (12_0+) with WDDM 3.2 36:
A scene containing several different 2D HLSL shaders.
1024:— GCN 4+, Maxwell+, DirectX 12 (12_0+) with WDDM 3.1 1018:— GCN 4+, Maxwell+, DirectX 12 (11_0+) with WDDM 3.0 1496:"Fusion Industries :: Cg and HLSL FAQ ::" 1000:— GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.5 994:— GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.4 988:— GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.3 982:— GCN 1+, Kepler+, DirectX 12 (11_0+) with WDDM 2.1 1867: 1614:Peeper, Craig; Mitchell, Jason L. (July 2003). 1613: 1886:Microsoft application programming interfaces 1042: 976:, Fermi+, DirectX 12 (11_0+) with WDDM 2.0 170: 161: 1792: 1790: 1788: 1786: 1728: 1726: 1716: 1714: 1642: 1640: 1638: 31: 1573: 1571: 1569: 1567: 1565: 1563: 14: 1868: 1758: 1756: 1704: 1702: 1783: 1723: 1711: 1671: 1652:"NVIDIA Introduces GeForce FX (NV30)" 1635: 1609: 1607: 1605: 1603: 1601: 1560: 1442:"Writing HLSL Shaders in Direct3D 9" 103:standard. It is very similar to the 1753: 1699: 1469:"High-level shader language (HLSL)" 24: 1677: 1646: 1598: 25: 1902: 1821: 1498:. August 24, 2012. Archived from 699:Face register (2-sided lighting) 119:HLSL programs come in six forms: 1320: 1317: 1314: 1311: 1271: 1268: 1265: 1100:Max # of instructions executed 139:(Hull and Domain shaders), and 99:shading language used with the 1533: 1506: 1488: 1461: 1434: 900:-optimized model, DirectX 9.0a 13: 1: 1876:C programming language family 1860:DirectX Intermediate Language 1839:, (ATI) AMD developer central 280:Arithmetic instruction limit 1427: 7: 1798:"Vertex Shader Differences" 1405: 1263:Dynamic flow control depth 66:High-Level Shading Language 18:High-Level Shading Language 10: 1907: 1848:November 19, 2008, at the 1828:Programming guide for HLSL 1579:"Pixel Shader Differences" 1514:"Shader Model 5.1 Objects" 910:shader model, DirectX 9.0b 888:Radeon 9500–9800/X300–X600 248:Texture instruction limit 62:High-Level Shader Language 95:HLSL is analogous to the 1043:Vertex shader comparison 472:Instruction predication 216:Dependent texture limit 1541:"HLSL Shader Model 6.0" 1124:Instruction predication 1077:# of instruction slots 856:Wildcat VP, DirectX 8.1 440:Interpolated registers 171:Pixel shader comparison 162:Shader model comparison 1309:# of texture samplers 1050:Vertex shader version 635:Gradient instructions 504:Index input registers 376:Executed instructions 57: 1286:Vertex texture fetch 1240:Dynamic flow control 1171:# constant registers 1037:Executed Instructions 731:Dynamic flow control 408:Texture indirections 178:Pixel shader version 35: 1862:(DXIL) specification 1764:"Registers - ps_5_0" 1734:"Registers - ps_4_1" 1217:Static flow control 667:Loop count register 137:tessellation shaders 123:(fragment in GLSL), 1502:on August 24, 2012. 1333:Geometry instancing 568:Constant registers 141:ray tracing shaders 72:) is a proprietary 1422:DirectX Raytracing 1358:Bitwise operators 836:Rampage, DirectX 8 763:Bitwise Operators 344:Instruction slots 312:Position register 112:in both 2D and 3D 58: 1891:Shading languages 1855:HLSL Introduction 1648:Shimpi, Anand Lal 1403: 1402: 1194:Address register 904:Shader Model 2.0b 894:Shader Model 2.0a 826: 825: 114:computer graphics 16:(Redirected from 1898: 1815: 1814: 1812: 1810: 1794: 1781: 1780: 1778: 1776: 1760: 1751: 1750: 1748: 1746: 1730: 1721: 1718: 1709: 1706: 1697: 1696: 1694: 1692: 1675: 1669: 1668: 1666: 1664: 1644: 1633: 1632: 1630: 1628: 1611: 1596: 1595: 1593: 1591: 1575: 1558: 1557: 1555: 1553: 1537: 1531: 1530: 1528: 1526: 1510: 1504: 1503: 1492: 1486: 1485: 1483: 1481: 1465: 1459: 1458: 1456: 1454: 1438: 1381:Native integers 1047: 1046: 1028:Shader Model 6.8 1022:Shader Model 6.7 1016:Shader Model 6.6 1010:Shader Model 6.5 1004:Shader Model 6.4 998:Shader Model 6.3 992:Shader Model 6.2 986:Shader Model 6.1 980:Shader Model 6.0 970:Shader Model 5.1 956:Shader Model 5.0 942:Shader Model 4.1 928:Shader Model 4.0 914:Shader Model 3.0 908:Radeon X700–X850 884:Shader Model 2.0 874:Radeon 8500–9250 795:Native Integers 175: 174: 129:geometry shaders 74:shading language 27:Shading language 21: 1906: 1905: 1901: 1900: 1899: 1897: 1896: 1895: 1866: 1865: 1850:Wayback Machine 1824: 1819: 1818: 1808: 1806: 1796: 1795: 1784: 1774: 1772: 1762: 1761: 1754: 1744: 1742: 1732: 1731: 1724: 1719: 1712: 1707: 1700: 1690: 1688: 1678:Wilson, Derek. 1676: 1672: 1662: 1660: 1645: 1636: 1626: 1624: 1612: 1599: 1589: 1587: 1577: 1576: 1561: 1551: 1549: 1539: 1538: 1534: 1524: 1522: 1512: 1511: 1507: 1494: 1493: 1489: 1479: 1477: 1467: 1466: 1462: 1452: 1450: 1440: 1439: 1435: 1430: 1408: 1148:Temp registers 1071: 1069: 1045: 1034: 878:Matrox Parhelia 536:Temp registers 173: 164: 133:compute shaders 110:special effects 90:shader assembly 88:to augment the 28: 23: 22: 15: 12: 11: 5: 1904: 1894: 1893: 1888: 1883: 1878: 1864: 1863: 1857: 1852: 1840: 1834: 1832:Microsoft Docs 1823: 1822:External links 1820: 1817: 1816: 1803:Microsoft Docs 1782: 1769:Microsoft Docs 1752: 1739:Microsoft Docs 1722: 1710: 1698: 1670: 1634: 1621:Microsoft Docs 1597: 1584:Microsoft Docs 1559: 1546:Microsoft Docs 1532: 1519:Microsoft Docs 1505: 1487: 1474:Microsoft Docs 1460: 1447:Microsoft Docs 1432: 1431: 1429: 1426: 1425: 1424: 1419: 1414: 1407: 1404: 1401: 1400: 1397: 1394: 1391: 1388: 1385: 1382: 1378: 1377: 1374: 1371: 1368: 1365: 1362: 1359: 1355: 1354: 1351: 1348: 1345: 1342: 1339: 1336: 1329: 1328: 1325: 1322: 1319: 1316: 1313: 1310: 1306: 1305: 1302: 1299: 1296: 1293: 1290: 1287: 1283: 1282: 1279: 1276: 1273: 1270: 1267: 1264: 1260: 1259: 1256: 1253: 1250: 1247: 1244: 1241: 1237: 1236: 1233: 1230: 1227: 1224: 1221: 1218: 1214: 1213: 1210: 1207: 1204: 1201: 1198: 1195: 1191: 1190: 1187: 1184: 1181: 1178: 1175: 1172: 1168: 1167: 1164: 1161: 1158: 1155: 1152: 1149: 1145: 1144: 1141: 1138: 1135: 1132: 1129: 1126: 1120: 1119: 1116: 1113: 1110: 1107: 1104: 1101: 1097: 1096: 1093: 1090: 1087: 1084: 1081: 1078: 1074: 1073: 1066: 1063: 1060: 1057: 1054: 1051: 1044: 1041: 1035:"32 + 64" for 1032: 1031: 1025: 1019: 1013: 1007: 1001: 995: 989: 983: 977: 967: 960:Radeon HD 5000 953: 952:, DirectX 10.1 946:Radeon HD 3000 939: 932:Radeon HD 2000 925: 924:, DirectX 9.0c 911: 901: 898:GeForce FX/PCX 891: 881: 867: 857: 847: 837: 824: 823: 820: 817: 814: 811: 808: 805: 802: 799: 796: 792: 791: 788: 785: 782: 779: 776: 773: 770: 767: 764: 760: 759: 756: 753: 750: 747: 744: 741: 738: 735: 732: 728: 727: 724: 721: 718: 715: 712: 709: 706: 703: 700: 696: 695: 692: 689: 686: 683: 680: 677: 674: 671: 668: 664: 663: 660: 657: 654: 651: 648: 645: 642: 639: 636: 632: 631: 628: 625: 622: 619: 616: 613: 610: 607: 604: 597: 596: 593: 590: 587: 584: 581: 578: 575: 572: 569: 565: 564: 561: 558: 555: 552: 549: 546: 543: 540: 537: 533: 532: 529: 526: 523: 520: 517: 514: 511: 508: 505: 501: 500: 497: 494: 491: 488: 485: 482: 479: 476: 473: 469: 468: 465: 462: 459: 456: 453: 450: 447: 444: 441: 437: 436: 433: 430: 427: 424: 421: 418: 415: 412: 409: 405: 404: 401: 398: 395: 392: 389: 386: 383: 380: 377: 373: 372: 369: 366: 363: 360: 357: 354: 351: 348: 345: 341: 340: 337: 334: 331: 328: 325: 322: 319: 316: 313: 309: 308: 305: 302: 299: 296: 293: 290: 287: 284: 281: 277: 276: 273: 270: 267: 264: 261: 258: 255: 252: 249: 245: 244: 241: 238: 235: 232: 229: 226: 223: 220: 217: 213: 212: 206: 203: 200: 197: 194: 191: 185: 182: 179: 172: 169: 163: 160: 125:vertex shaders 48:. The partial 26: 9: 6: 4: 3: 2: 1903: 1892: 1889: 1887: 1884: 1882: 1879: 1877: 1874: 1873: 1871: 1861: 1858: 1856: 1853: 1851: 1847: 1844: 1841: 1838: 1835: 1833: 1829: 1826: 1825: 1805: 1804: 1799: 1793: 1791: 1789: 1787: 1771: 1770: 1765: 1759: 1757: 1741: 1740: 1735: 1729: 1727: 1717: 1715: 1705: 1703: 1687: 1686: 1681: 1674: 1659: 1658: 1653: 1649: 1643: 1641: 1639: 1623: 1622: 1617: 1610: 1608: 1606: 1604: 1602: 1586: 1585: 1580: 1574: 1572: 1570: 1568: 1566: 1564: 1548: 1547: 1542: 1536: 1521: 1520: 1515: 1509: 1501: 1497: 1491: 1476: 1475: 1470: 1464: 1449: 1448: 1443: 1437: 1433: 1423: 1420: 1418: 1415: 1413: 1410: 1409: 1398: 1395: 1392: 1389: 1386: 1383: 1380: 1379: 1375: 1372: 1369: 1366: 1363: 1360: 1357: 1356: 1352: 1349: 1346: 1343: 1340: 1337: 1334: 1331: 1330: 1326: 1323: 1308: 1307: 1303: 1300: 1297: 1294: 1291: 1288: 1285: 1284: 1280: 1277: 1274: 1262: 1261: 1257: 1254: 1251: 1248: 1245: 1242: 1239: 1238: 1234: 1231: 1228: 1225: 1222: 1219: 1216: 1215: 1211: 1208: 1205: 1202: 1199: 1196: 1193: 1192: 1188: 1185: 1182: 1179: 1176: 1173: 1170: 1169: 1165: 1162: 1159: 1156: 1153: 1150: 1147: 1146: 1142: 1139: 1136: 1133: 1130: 1127: 1125: 1122: 1121: 1117: 1114: 1111: 1108: 1105: 1102: 1099: 1098: 1094: 1091: 1088: 1085: 1082: 1079: 1076: 1075: 1067: 1064: 1061: 1058: 1055: 1052: 1049: 1048: 1040: 1038: 1029: 1026: 1023: 1020: 1017: 1014: 1011: 1008: 1005: 1002: 999: 996: 993: 990: 987: 984: 981: 978: 975: 971: 968: 965: 961: 957: 954: 951: 947: 943: 940: 937: 933: 929: 926: 923: 919: 915: 912: 909: 905: 902: 899: 895: 892: 889: 885: 882: 880:, DirectX 8.1 879: 875: 871: 868: 866:, DirectX 8.1 865: 861: 858: 855: 851: 848: 845: 841: 838: 835: 832:— Unreleased 831: 828: 827: 821: 818: 815: 812: 809: 806: 803: 800: 797: 794: 793: 789: 786: 783: 780: 777: 774: 771: 768: 765: 762: 761: 757: 754: 751: 748: 745: 742: 739: 736: 733: 730: 729: 725: 722: 719: 716: 713: 710: 707: 704: 701: 698: 697: 693: 690: 687: 684: 681: 678: 675: 672: 669: 666: 665: 661: 658: 655: 652: 649: 646: 643: 640: 637: 634: 633: 629: 626: 623: 620: 617: 614: 611: 608: 605: 603: 599: 598: 594: 591: 588: 585: 582: 579: 576: 573: 570: 567: 566: 562: 559: 556: 553: 550: 547: 544: 541: 538: 535: 534: 530: 527: 524: 521: 518: 515: 512: 509: 506: 503: 502: 498: 495: 492: 489: 486: 483: 480: 477: 474: 471: 470: 466: 463: 460: 457: 454: 451: 448: 445: 442: 439: 438: 434: 431: 428: 425: 422: 419: 416: 413: 410: 407: 406: 402: 399: 396: 393: 390: 387: 384: 381: 378: 375: 374: 370: 367: 364: 361: 358: 355: 352: 349: 346: 343: 342: 338: 335: 332: 329: 326: 323: 320: 317: 314: 311: 310: 306: 303: 300: 297: 294: 291: 288: 285: 282: 279: 278: 274: 271: 268: 265: 262: 259: 256: 253: 250: 247: 246: 242: 239: 236: 233: 230: 227: 224: 221: 218: 215: 214: 211: 207: 204: 201: 198: 195: 192: 190: 186: 183: 180: 177: 176: 168: 159: 156: 154: 148: 146: 145:rasterization 142: 138: 134: 130: 126: 122: 121:pixel shaders 117: 115: 111: 106: 102: 98: 93: 91: 87: 83: 79: 76:developed by 75: 71: 67: 63: 55: 51: 47: 43: 39: 34: 30: 19: 1809:February 22, 1807:. Retrieved 1801: 1775:February 22, 1773:. Retrieved 1767: 1745:February 22, 1743:. Retrieved 1737: 1691:February 22, 1689:. Retrieved 1683: 1673: 1663:February 22, 1661:. Retrieved 1655: 1627:February 22, 1625:. Retrieved 1619: 1590:February 22, 1588:. Retrieved 1582: 1552:February 22, 1550:. Retrieved 1544: 1535: 1525:February 22, 1523:. Retrieved 1517: 1508: 1500:the original 1490: 1480:February 22, 1478:. Retrieved 1472: 1463: 1453:February 22, 1451:. Retrieved 1445: 1436: 1036: 1033: 1027: 1021: 1015: 1009: 1003: 997: 991: 985: 979: 969: 966:, DirectX 11 955: 941: 938:, DirectX 10 927: 918:Radeon X1000 913: 903: 893: 883: 869: 864:GeForce 4 Ti 859: 849: 839: 829: 209: 188: 165: 157: 149: 118: 94: 69: 65: 61: 59: 50:transparency 29: 964:GeForce 400 950:GeForce 200 890:, DirectX 9 846:, DirectX 8 388:(8 + 6) * 2 356:(8 + 6) * 2 42:transformed 1870:Categories 1118:Unlimited 600:Arbitrary 435:Unlimited 403:Unlimited 307:Unlimited 304:Unlimited 301:Unlimited 298:Unlimited 275:Unlimited 243:Unlimited 189:1.3 153:tessellate 54:reflection 38:Distortion 1685:AnandTech 1657:AnandTech 1428:Footnotes 936:GeForce 8 922:GeForce 6 844:GeForce 3 758:Yes (64) 602:swizzling 432:Unlimited 426:Unlimited 272:Unlimited 269:Unlimited 266:Unlimited 240:Unlimited 234:Unlimited 105:Nvidia Cg 78:Microsoft 1846:Archived 1412:Direct3D 1406:See also 1335:support 1189:16×4096 1095:≥ 65536 755:Yes (24) 595:16×4096 551:12 to 32 371:≥ 65536 82:Direct3D 80:for the 1881:DirectX 1417:DirectX 391:64 + 32 359:64 + 32 208:4.04.1 46:rotated 974:GCN 1+ 870:PS 1.4 860:PS 1.3 854:3Dlabs 850:PS 1.2 840:PS 1.1 830:PS 1.0 542:2 + 4 446:2 + 4 443:2 + 4 382:8 + 4 350:8 + 4 292:8 * 2 101:OpenGL 1186:≥ 256 1180:≥ 256 1174:≥ 96 1166:4096 1115:65536 1112:65536 1092:≥ 512 563:4096 545:3 + 4 461:2 + 8 458:2 + 8 455:2 + 8 452:2 + 6 449:2 + 4 400:65536 385:8 + 4 368:≥ 512 353:8 + 4 260:6 * 2 1811:2021 1777:2021 1747:2021 1693:2021 1665:2021 1629:2021 1592:2021 1554:2021 1527:2021 1482:2021 1455:2021 1399:Yes 1376:Yes 1353:Yes 1327:128 1304:Yes 1258:Yes 1235:Yes 1212:Yes 1209:Yes 1206:Yes 1203:Yes 1200:Yes 1177:≥ 96 1143:Yes 1109:1024 1103:128 1080:128 1072:5.0 1070:4.1 1068:4.0 1062:2.0a 1056:1.1 1053:1.0 962:and 948:and 934:and 920:and 834:3dfx 822:Yes 790:Yes 726:Yes 694:Yes 662:Yes 630:Yes 531:Yes 339:Yes 210:5.0 202:2.0b 199:2.0a 187:1.2 184:1.1 181:1.0 97:GLSL 70:HLSL 60:The 52:and 44:and 1830:at 1350:Yes 1301:Yes 1281:64 1255:Yes 1252:Yes 1232:Yes 1229:Yes 1226:Yes 1197:No 1183:256 1151:12 1140:Yes 1137:Yes 1106:128 1089:256 1086:256 1083:128 1065:3.0 1059:2.0 801:No 798:No 769:No 766:No 737:No 734:No 723:Yes 720:Yes 705:No 702:No 691:Yes 673:No 670:No 659:Yes 653:Yes 641:No 638:No 627:Yes 621:Yes 609:No 606:No 592:224 528:Yes 510:No 507:No 499:No 496:Yes 490:Yes 478:No 475:No 467:32 397:512 394:512 365:512 362:512 336:Yes 318:No 315:No 295:64 205:3.0 196:2.0 193:1.4 86:API 64:or 1872:: 1800:. 1785:^ 1766:. 1755:^ 1736:. 1725:^ 1713:^ 1701:^ 1682:. 1654:. 1650:. 1637:^ 1618:. 1600:^ 1581:. 1562:^ 1543:. 1516:. 1471:. 1444:. 1396:No 1393:No 1390:No 1387:No 1384:No 1373:No 1370:No 1367:No 1364:No 1361:No 1347:No 1344:No 1341:No 1338:No 1298:No 1295:No 1292:No 1289:No 1278:24 1275:24 1249:No 1246:No 1243:No 1223:No 1220:No 1163:32 1160:16 1157:12 1154:12 1134:No 1131:No 1128:No 972:— 958:— 944:— 930:— 916:— 906:— 896:— 886:— 876:, 872:— 862:— 852:— 842:— 819:No 816:No 813:No 810:No 807:No 804:No 787:No 784:No 781:No 778:No 775:No 772:No 752:No 749:No 746:No 743:No 740:No 717:No 714:No 711:No 708:No 688:No 685:No 682:No 679:No 676:No 656:No 650:No 647:No 644:No 624:No 618:No 615:No 612:No 589:32 586:32 583:32 574:8 571:8 560:32 557:32 554:22 539:2 525:No 522:No 519:No 516:No 513:No 493:No 487:No 484:No 481:No 464:10 414:4 411:4 379:8 347:8 333:No 330:No 327:No 324:No 321:No 289:8 286:8 283:8 263:32 254:4 251:4 222:4 219:4 147:. 135:, 131:, 127:, 116:. 84:9 1813:. 1779:. 1749:. 1695:. 1667:. 1631:. 1594:. 1556:. 1529:. 1484:. 1457:. 1324:4 1321:— 1318:— 1315:— 1312:— 1272:— 1269:— 1266:— 580:8 577:8 548:6 429:4 423:4 420:4 417:4 257:4 237:8 231:8 228:6 225:4 68:( 20:)

Index

High-Level Shading Language

Distortion
transformed
rotated
transparency
reflection
shading language
Microsoft
Direct3D
API
shader assembly
GLSL
OpenGL
Nvidia Cg
special effects
computer graphics
pixel shaders
vertex shaders
geometry shaders
compute shaders
tessellation shaders
ray tracing shaders
rasterization
tessellate
swizzling
3dfx
GeForce 3
3Dlabs
GeForce 4 Ti

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