Shader Coding - Best Practices: Difference between revisions

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{{WIP|Will be based on: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35934.html}}
{{WIP|Will be based on: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg35934.html}}
{{Rendering}}
== File Header ==
{{Note|It's a good idea to add a header to each shader detailing:
* filename
* purpose
* license
* author
* rendering pipeline (rembrandt/default)
* description
<syntaxhighlight lang="glsl">
// -*- mode: C; -*-
// urban.frag
// Licence: GPL v2
// Author: Frederic Bouvier.
//  Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
//  Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
</syntaxhighlight>
}}


== Supported GLSL Versions ==
== Supported GLSL Versions ==
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<syntaxhighlight lang="glsl">
<syntaxhighlight lang="glsl">
#version 120
#version 120
</syntaxhighlight>
}}
== Enabling Extensions ==
{{Note|:To enable vendor specific extensions, use the '''#extension''' pragma at the top of the file, for example:
<syntaxhighlight lang="glsl">
#extension GL_ATI_shader_texture_lod : enable
#extension GL_ARB_shader_texture_lod : enable
</syntaxhighlight>
</syntaxhighlight>
}}
}}
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</syntaxhighlight>
</syntaxhighlight>
}}
}}
[[Category:Shader development]]
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