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m (→Shader Types) |
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* Algorithm Flexibility | * Algorithm Flexibility | ||
* Performance Benefits | * Performance Benefits | ||
Shaders have access to the render state (parameters, matrices, lights, materials ...) and textures. | |||
A "pass" is the rendering of a 3D Model with a vertex and pixel shader pair. | |||
An effect can require multiple passes, while each pass can use a different shader and/or model pair. | |||
A Pass can render to a texture (to be used by another pass). Think of the "fixed functionality" as the default Shader. | |||
To make it simple, a shader is a program that is loaded on the GPU and called for every vertex or pixel: this gives programmers the possibility to implement techniques and visual effects and execute them faster. In modern games or simulators lots of shaders are used: lights, water, skinning, reflections and much more. | To make it simple, a shader is a program that is loaded on the GPU and called for every vertex or pixel: this gives programmers the possibility to implement techniques and visual effects and execute them faster. In modern games or simulators lots of shaders are used: lights, water, skinning, reflections and much more. |
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