search "shader" in codeproject.com
- Rendering a Triangle using OpenGL(using Shaders)
- Tutorial 1 : Opening a window
- Tutorial 2 : The first triangle
- Built-in Variable (GLSL)
- OpenGL: Defining variables in shaders
- Creating a triangle with OpenGL & GLSL
- Introduction - HLSL Shader Creation 1 - HLSL Shader Fundamentals
- GLSL/HLSL Shading programming
- FX Composer
- Programming guide for HLSL
- .HLSL file for OpenGL Shaders
- HLSL Property Pages
- Compiling shaders
- Programming guide for HLSL
- The most powerful shader IDE
- Tools & libraries
- Programming GPU-HLSL language
- Selecting a Shading Language
- GLSL - best tutorials
- Swiftless GLSL Shader Developer
- A Beginner's Guide to Coding Graphics Shaders.
- GLSL-to-HLSL reference
- GLSL vs HLSL==> difference
- GLSlang::OpenGL / OpenGL ES Reference Compiler -- from Kronos.org
- KhronosGroup/glslang
- HLSL2GLSL
- aras-p / hlsl2glslfork
- Standalone Converter
- State-of-the-art HLSL to GLSL Converter
- Converting GLSL to HLSL
- DiligentGraphics / DiligentTools
- HLSL Introduction
GLSL Basics
In this article we’ll see how to render a triangle using OpenGL. A triangle is probably the simplest shapes you can draw in OpenGL after points and lines and any complicated geometry that you make will me made up of number of triangles joined together..
Before jumping into OpenGL, you will first learn how to build the code that goes with each tutorial, how to run it, and most importantly, how to play with the code yourself..
OpenGL 3 makes it easy to write complicated stuff, but at the expense that drawing a simple triangle is actually quite difficult..
The OpenGL Shading Language defines a number of special variables for the various shader stages. These built-in variables (or built-in variables) have special properties. They are usually for communicating with certain fixed-functionality. By convention, all predefined variables start with "gl_"; no user-defined variables may start with this..
My OpenGL program, using GLSL for shaders, has a simple vertex and fragment shader (given by a tutorial)..
I'm trying to get a triangle on screen. The code works except there is no triangle. I'm using simple pass-through shaders to achieve this goal..
HLSL Basics
In the first of our Advanced series on HLSL Shader writing within 3dsmax, Ben Cloward will give you an understanding of what an HLSL shader is, how a shader can be created with free software, edited, and then displayed within 3dsmax. Fundamental programming concepts such as Data Types, Structs and Functions will be covered. How to create a shader GUI, the basic framework of an HLSL FX shader and much much more. By the close of the series, Ben will have you writing your own basic HLSL shaders.
This series is an ideal introduction to the world of HLSL shader writing for real-time GPU based shaders. An understanding of basic programming concepts and 3D math is useful.
GLSL/HLSL Shading programming.
FX Composer is no longer in active development and will not receive any further updates. v2.5 is the final release of this product. Please refer to NVIDIA Nsight Visual Studio Edition for your shader debugging/profiling/authoring needs..
Data enters the graphics pipeline as a stream of primitives and is processed by the shader stages. The actual shader stages depend on the version of Direct3D, but certainly include the vertex, pixel and geometry stages. Other stages include the hull and domain shaders for tessellation, and the compute shader. These stages are completely programmable using the High Level Shading Language (HLSL)..
Compile HLSL files in Visual Studio 2012+
I'm trying to make a simple OpenGL application using this tutorial. It says I can give shaders whatever file extention I want. However, in VS2013, when I click "add new item", go to Visual C++ tab and add a Pixel Shader or Vertex Shader, it doesn't compile right and I get errors. Why is this happening? Why can't I use the .hlsl files for my shaders while a regular .txt simply compiles? .
You can use the HLSL compiler (fxc.exe) property pages to configure how individual HLSL shader files are built. The properties are divided into three categories:.
Microsoft Visual Studio 2012 can now compile shader code from *.hlsl files that you include in your C++ project.
Data enters the graphics pipeline as a stream of primitives and is processed by the shader stages. The actual shader stages depend on the version of Direct3D, but certainly include the vertex, pixel and geometry stages. Other stages include the hull and domain shaders for tessellation, and the compute shader. These stages are completely programmable using the High Level Shading Language (HLSL).
HLSL shaders can be compiled at author-time or at runtime, and set at runtime into the appropriate pipeline stage. Direct3D 9 shaders can be designed using shader model 1, shader model 2 and shader model 3; Direct3D 10 shaders can only be designed on shader model 4. Direct3D 11 shaders can be designed on shader model 5. Direct3D 11.3 and Direct3D 12 can be designed on shader model 5.1, and Direct3D 12 can also be designed on shader model 6..
free, open-source, cross-platform, feature-rich..
Many good shader tools & Libs.
the evolution of GPU programming language
The various extensions and core revisions of the OpenGL API have led to the availability of a number of different potential shading languages that you may use. This page will deal with what they are, their pros and cons, and hardware..
GLSL - best tutorials
Swiftless GLSL Shader Developer.
A Beginner's Guide to Coding Graphics Shaders..
You port your OpenGL Shader Language (GLSL) code to Microsoft High Level Shader Language (HLSL) code when you port your graphics architecture from OpenGL ES 2.0 to Direct3D 11 to create a game for Universal Windows Platform (UWP). The GLSL that is referred to herein is compatible with OpenGL ES 2.0; the HLSL is compatible with Direct3D 11. For info about the differences between Direct3D 11 and previous versions of Direct3D, see Feature mapping..
GLslang & HLSL2GLSL legacy tools
a pdf file and very good comparison. can see where HLSL is turned into GLSL...
OpenGL / OpenGL ES Reference Compiler Glslang is the official reference compiler front end for the OpenGL ES and OpenGL shading languages. It implements a strict interpretation of the specifications for these languages. It is open and free for anyone to use, either from a command line or programmatically. The OpenGL and OpenGL ES working groups are committed to maintaining consistency between the reference compiler and the corresponding shading language specifications.
Purpose The primary purpose of the reference compiler is to identify shader portability issues. If glslang accepts a shader without errors, then all OpenGL and OpenGL ES implementations claiming to support the shader's language version should also accept the shader without errors. Likewise, if glslang reports an error when compiling a shader, all OpenGL and OpenGL ES implementations for that language version should report errors, unless the glslang errors are caused by differences in implementation-defined limits or extension support (see below).
Secondarily, glslang is also suitable for programmatic use in a tool chain or a driver, translating the input source into an abstract syntax tree that can be translated into an intermediate representation for machine-independent processing and lowering to machine-specific code. Glslang can also return (even from the command line) uniform variable reflection information (before optimization)..
Instead of building manually, you can also download the binaries for your platform directly from the master-tot release on GitHub. Those binaries are automatically uploaded by the buildbots after successful testing and they always reflect the current top of the tree of the master branch..
HLSL2GLSL is a library and tool that converts HLSL shaders to GLSL.. on sourceforge.com
As of mid-2016, the project is unlikely to have any significant developments. At Unity we are moving to a different shader compilation pipeline. So from my side there won't be significant work done on it. You might want to look into HLSLParser, HLSLcc or glslang instead..
Diligent Engine tool- HLSL2GLSL converter
This is a paragraph.
Diligent Engine uses state-of-the art shader sonverter that allows transforming HLSL source into GLSL. The converter supports HLSL 5.0 and all shader types (vertex, pixel, geometry, hull, domain, and compute).
it has tutorials on how to use this tool..
Converting GLSL to HLSL.
It lists many good tools...
High Level Shading Language (HLSL), a programming language for Graphic Processing Unit (GPU) in DirectX 9/10/11, supports the shader construction with C-like syntax, types, expressions, statements, and functions..
No comments:
Post a Comment