- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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lexer grammar HlslAntlrLexer; | |
@lexer::header {#pragma warning disable 3021} | |
AppendStructuredBuffer : 'AppendStructuredBuffer'; | |
Bool : 'bool'; | |
Bool1 : 'bool1'; | |
Bool2 : 'bool2'; | |
Bool3 : 'bool3'; | |
Bool4 : 'bool4'; |
This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification
Version: WebGL 2.0
Arithmetic: ( ) + - ! * / %
Logical/Relatonal: ~ < > <= >= == != && ||
Bit Operators: & ^ | << >>
Comments: // /* */
Types: void
bool
int
uint
float
vec2
vec3
vec4
bvec2
bvec3
bvec4
ivec2
ivec3
ivec4
uvec2
uvec3
uvec4
mat2
mat3
mat4
mat?x?
sampler2D,
sampler3D
samplerCube
Format: float a = 1.0; int b = 1; uint i = 1U; int i = 0x1;
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// Copyright (c) 2023 Tomasz Stachowiak | |
// | |
// This contribution is dual licensed under EITHER OF | |
// | |
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0) | |
// MIT license (http://opensource.org/licenses/MIT) | |
// | |
// at your option. | |
#include "/inc/frame_constants.hlsl" |