Shading Language Update
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1 3 Shading Language Update Bill Licea-Kane Copyright Khronos Group, Page 1
2 About this talk - Caveat BOFor Contributions to arb-glsl workgroup - NOT final, subject to (minor?) changes Not exhaustive - There is more stuff that will not be covered today A couple of BRIEF digressions "(and beyond)" Copyright Khronos Group, Page 2
3 OpenGL 2 Shader uniform sampler texture texture attribute varying Shader varying Instructions Data Memory Copyright Khronos Group, Page 3
4 OpenGL 3 Shader uniform in Shader out Instructions Data Memory Copyright Khronos Group, Page 4
5 OpenGL 3 Shader uniform uniform in Shader out Instructions Data Memory Copyright Khronos Group, Page 5
6 OpenGL 3 Shader (and beyond) uniform uniform uniform in Shader out Instructions Data Memory Copyright Khronos Group, Page 6
7 OpenGL 3 Shader (and beyond) uniform uniform uniform in Shader out Instructions Data Memory Copyright Khronos Group, Page 7
8 OpenGL 3 Shader (and beyond) uniform uniform uniform in in varying in varying Shader out out varying out varying Instructions Data Memory Copyright Khronos Group, Page 8
9 Language Changes OpenGL 2.0 Shading Language // existing OpenGL 3.0 Shading Language // proposed // vertex shader vertex shader text begins here and ends... // fragment shader fragment shader text begins here Copyright Khronos Group, Page 9
10 attribute / varying attribute vec4 mynormal; varying vec4 vnormal; Copyright Khronos Group, Page 10
11 attribute / varying attribute vec4 mynormal; varying vec4 vnormal; in vec4 mynormal; out vec4 vnormal; Copyright Khronos Group, Page 11
12 attribute / varying attribute vec4 mynormal; varying vec4 vnormal; in vec4 mynormal; out vec4 vnormal; inout vec4 mynormal; Copyright Khronos Group, Page 12
13 attribute / varying - nota bene // vertex shader inout vec4 mynormal; // fragment shader in vec4 mynormal; Copyright Khronos Group, Page 13
14 attribute / varying - qualifiers centroid varying vec2 mytc; // vertex shader out centroid vec2 mytc; // fragment shader in centroid vec2 mytc; Copyright Khronos Group, Page 14
15 attribute / varying - qualifiers varying vec2 mytc; // vertex shader out smooth vec2 mytc; // fragment shader in smooth vec2 mytc; Copyright Khronos Group, Page 15
16 attribute / varying - qualifiers // vertex shader out smooth vec2 mytc; out flat vec4 gl_frontcolor; // fragment shader in smooth vec2 mytc; in flat vec4 gl_color; Copyright Khronos Group, Page 16
17 qualifiers (and beyond) // vertex shader out smooth vec2 mytc; out flat float mytemperature; // fragment shader in smooth vec2 mytc; in flat float mytemperature; Copyright Khronos Group, Page 17
18 common blocks - uniform buffers common mypercontextdata { uniform mat4 MVP; uniform mat3 MVIT; uniform vec4 LightPos[3]; // ONLY uniforms, but... // no samplers // no int types // no bool types }; Copyright Khronos Group, Page 18
19 fixed function state vec4 Peye = gl_modelviewmatrix * P; // "built-in" uniforms // are convenience only // NO state tracking Copyright Khronos Group, Page 19
20 array of samplers uniform sampler2d BaseMaps[8]; // deprecated // even if hidden in a struct? Copyright Khronos Group, Page 20
21 array of samplers (and beyond) // fragment shader in flat float Map; in smooth vec2 MyTC; // uniform Sampler2D Basemaps[8]; uniform 2DArray Basemaps_; uniform Basemaps_; vec4 basecolor = texture2darray( Basemaps_, Basemaps_, vec3( mytc, Map ) ); Copyright Khronos Group, Page 21
22 preprocesor - extended ## #include Copyright Khronos Group, Page 22
23 OpenGL ES Qualifiers lowp // expect silently ignored mediump // expect silently ignored highp // expect silently ignored Copyright Khronos Group, Page 23
24 Matrix qualifiers uniform row_major mat4x3 bones[10]; Copyright Khronos Group, Page 24
25 switch switch ( myuberselector ) { case 1: // what break; case 2: // ever break; default: // whatever } Copyright Khronos Group, Page 25
26 Summary OpenGL 2 - attribute / varying - centroid varying - single uniform global scope - built-in is context state - built-in uniform state - tracked - array of samplers - preprocessor subset - no silently ignored keywords - column major only - no switch OpenGL 3 - in out inout - centroid flat smooth - global uniforms - common is context state - built-in uniform state - NOT tracked - (and beyond) texture2darray - ## and #include - ES precision qualifiers - row_major qualifier - switch Copyright Khronos Group, Page 26
27 3 Shading Language Questions? Bill Licea-Kane Copyright Khronos Group, Page 27
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