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  2. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    The High-Level Shader Language[ 1] or High-Level Shading Language[ 2] ( HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. HLSL is analogous to the GLSL shading ...

  3. Cg (programming language) - Wikipedia

    en.wikipedia.org/wiki/Cg_(programming_language)

    GLSL. Cg (short for C for Graphics) and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. Cg/HLSL is based on the C programming language and although they share the same core syntax, some features of C were modified and new data types were added to ...

  4. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    The High-Level Shading Language (HLSL) is a C-style shader language for DirectX 9 and higher and Xbox game consoles. It is related to Nvidia's Cg, but is only supported by DirectX and Xbox. HLSL programs are compiled into bytecode equivalent of DirectX shader assembly language.

  5. High-dynamic-range rendering - Wikipedia

    en.wikipedia.org/wiki/High-dynamic-range_rendering

    On August 9, 2004, Microsoft updated DirectX once more to DirectX 9.0c. This also exposed the Shader Model 3.0 profile for High-Level Shader Language (HLSL). Shader Model 3.0's lighting precision has a minimum of 32 bits as opposed to 2.0's 8-bit minimum. Also all lighting-precision calculations are now floating-point based.

  6. Microsoft resurrects the Kinect, but for business - Engadget

    www.engadget.com/2019-02-24-microsoft-resurrects...

    Even before a Hololens sequel could grace Microsoft's stage at MWC, the company has revived the Kinect, but in a buttoned-downed business sense. Nearly a decade since the Kinect first launched ...

  7. OpenGL ES 3.0 and OpenGL 4.3 squeeze textures to the limit ...

    www.engadget.com/2012-08-07-opengl-es-3-0-and...

    Don't worry, desktop users still get some love through OpenGL 4.3: it adds the new ASTC tricks, new visual effects (think blur) and support for compute shaders without always needing to use OpenCL.

  8. Direct3D - Wikipedia

    en.wikipedia.org/wiki/Direct3D

    Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire ...

  9. Feature levels in Direct3D - Wikipedia

    en.wikipedia.org/wiki/Feature_levels_in_Direct3D

    In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with WDDM drivers.. There are seven feature levels provided by D3D_FEATURE_LEVEL structure; levels 9_1, 9_2 and 9_3 (collectively known as Direct3D 11 Level 5) re-encapsulate various features of popular Direct3D 9 cards conforming to Shader Model 2.0, while ...