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In paper [31], the authors showed that vertex shaders can be exploited to interactively generate nonstationary stochastic fractals to simulate the dynamics of water.
The API extensions provide features such as: multiple render targets; occlusion queries; seamless cube maps; sampler access from vertex shaders; floating point textures; GLSL full-precision floating point; R and RG textures; min/max blends; and multisample render buffers.
The authors have designed this text to complement texts on fixed-function graphics and provide step-by-step instructions on the GLSL shading language, glman, lighting, vertex shaders, fragment shaders and surface appearance, texture, noise and image manipulation.