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OpenGL Shading Lanuage
(GLSL)
CSE 781 Winter 2010
Han-Wei Shen
OpenGL Shading Language
(GLSL)
A C-like language and incorporated into
OpenGL 2.0
Used to write vertex program and fragment
program
No distinction in the syntax between a vertex
program and a fragment program
Platform independent compared to Cg
Shader Objects
Shaders are defined as an array of strings
Four steps to using a shader
Send shader source to OpenGL
Compile the shader
Create an executable (i.e., link compiled shaders
together)
Install the executable as part of current state
Goal was to mimic C/C++ source code
development model
Sequence
The Programmable GPU
GPU = vertex shader (vertex program) + fragment shader (fragment program, pixel
program)
Vertex shader replaces per-vertex transform & lighting
Fragment shader replaces texture stages
Fragment testing after the fragment shader
Flexibility to do framebuffer pixel blending
vertices
primitives
Transform
And Lighting
Clipping
Vertex
Shader
Primitive
Assembly
And
Rasterization
Texture
Stages
Fragment
Testing
Fragment
Shader
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