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	<id>https://wiki.mathnt.net/index.php?action=history&amp;feed=atom&amp;title=%EC%85%B0%EC%9D%B4%EB%8D%94</id>
	<title>셰이더 - 편집 역사</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.mathnt.net/index.php?action=history&amp;feed=atom&amp;title=%EC%85%B0%EC%9D%B4%EB%8D%94"/>
	<link rel="alternate" type="text/html" href="https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;action=history"/>
	<updated>2026-04-04T21:36:05Z</updated>
	<subtitle>이 문서의 편집 역사</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=51609&amp;oldid=prev</id>
		<title>2021년 2월 17일 (수) 08:55에 Pythagoras0님의 편집</title>
		<link rel="alternate" type="text/html" href="https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=51609&amp;oldid=prev"/>
		<updated>2021-02-17T08:55:41Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ko&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 이전 판&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2021년 2월 17일 (수) 08:55 판&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l107&quot; &gt;107번째 줄:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;107번째 줄:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;references /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;references /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== 메타데이터 ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==메타데이터==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===위키데이터===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===위키데이터===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* ID :  [https://www.wikidata.org/wiki/Q633182 Q633182]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* ID :  [https://www.wikidata.org/wiki/Q633182 Q633182]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===Spacy 패턴 목록===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [{&amp;#039;LEMMA&amp;#039;: &amp;#039;shader&amp;#039;}]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Pythagoras0</name></author>
	</entry>
	<entry>
		<id>https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=47416&amp;oldid=prev</id>
		<title>Pythagoras0: /* 메타데이터 */ 새 문단</title>
		<link rel="alternate" type="text/html" href="https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=47416&amp;oldid=prev"/>
		<updated>2020-12-26T13:18:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;메타데이터: &lt;/span&gt; 새 문단&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ko&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 이전 판&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2020년 12월 26일 (토) 13:18 판&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l106&quot; &gt;106번째 줄:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;106번째 줄:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===소스===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===소스===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;references /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;references /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== 메타데이터 ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;===위키데이터===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* ID :  [https://www.wikidata.org/wiki/Q633182 Q633182]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Pythagoras0</name></author>
	</entry>
	<entry>
		<id>https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=45811&amp;oldid=prev</id>
		<title>2020년 12월 16일 (수) 08:25에 Pythagoras0님의 편집</title>
		<link rel="alternate" type="text/html" href="https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=45811&amp;oldid=prev"/>
		<updated>2020-12-16T08:25:15Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ko&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 이전 판&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2020년 12월 16일 (수) 08:25 판&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;1번째 줄:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;1번째 줄:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== 노트 ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== 노트 ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* Currently, shaders are stored in the assets/minecraft/shaders/ directory of minecraft.jar.&amp;lt;ref name=&amp;quot;ref_285e&amp;quot;&amp;gt;[https://minecraft.gamepedia.com/Shaders Shaders]&amp;lt;/ref&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* This shader adds a small amount of anti-aliasing (smoothing jagged edges), most visible in trees along the horizon.&amp;lt;ref name=&amp;quot;ref_285e&amp;quot; /&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* The Creeper and Spider shaders were added.&amp;lt;ref name=&amp;quot;ref_285e&amp;quot; /&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* A shader is software which runs on a graphics card to determine how an object should be drawn.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot;&amp;gt;[https://developer.valvesoftware.com/wiki/Shader Valve Developer Community]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* A shader is software which runs on a graphics card to determine how an object should be drawn.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot;&amp;gt;[https://developer.valvesoftware.com/wiki/Shader Valve Developer Community]&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* There are two variations of shaders, Pixel shaders and Vertex shaders, each of which performs a different task in the rendering pipeline.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* There are two variations of shaders, Pixel shaders and Vertex shaders, each of which performs a different task in the rendering pipeline.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l107&quot; &gt;107번째 줄:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;104번째 줄:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The OpenGL-required minimum is 8 for fragment and compute shaders, and 0 for the rest.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The OpenGL-required minimum is 8 for fragment and compute shaders, and 0 for the rest.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The OpenGL-required minimum is 1 for fragment shaders, 8 for compute shaders (note: possible spec typo), and again 0 for the rest.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The OpenGL-required minimum is 1 for fragment shaders, 8 for compute shaders (note: possible spec typo), and again 0 for the rest.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot; /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* use 함수는 shader program을 활성화하고 모든 set...&amp;lt;ref name=&amp;quot;ref_2c87&amp;quot;&amp;gt;[https://heinleinsgame.tistory.com/8 [Learn OpenGL 번역] 2-5. 시작하기]&amp;lt;/ref&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* 따라서 4개의 mesh shader 워크그룹이 생겨나게 된다.&amp;lt;ref name=&amp;quot;ref_dda1&amp;quot;&amp;gt;[https://www.vw-lab.com/84 VW LAB :: Nvidia Mesh Shader 코드를 작성해보자]&amp;lt;/ref&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===소스===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===소스===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;references /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;references /&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Pythagoras0</name></author>
	</entry>
	<entry>
		<id>https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=45810&amp;oldid=prev</id>
		<title>Pythagoras0: /* 노트 */ 새 문단</title>
		<link rel="alternate" type="text/html" href="https://wiki.mathnt.net/index.php?title=%EC%85%B0%EC%9D%B4%EB%8D%94&amp;diff=45810&amp;oldid=prev"/>
		<updated>2020-12-16T08:22:49Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;노트: &lt;/span&gt; 새 문단&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;새 문서&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== 노트 ==&lt;br /&gt;
&lt;br /&gt;
* Currently, shaders are stored in the assets/minecraft/shaders/ directory of minecraft.jar.&amp;lt;ref name=&amp;quot;ref_285e&amp;quot;&amp;gt;[https://minecraft.gamepedia.com/Shaders Shaders]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* This shader adds a small amount of anti-aliasing (smoothing jagged edges), most visible in trees along the horizon.&amp;lt;ref name=&amp;quot;ref_285e&amp;quot; /&amp;gt;&lt;br /&gt;
* The Creeper and Spider shaders were added.&amp;lt;ref name=&amp;quot;ref_285e&amp;quot; /&amp;gt;&lt;br /&gt;
* A shader is software which runs on a graphics card to determine how an object should be drawn.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot;&amp;gt;[https://developer.valvesoftware.com/wiki/Shader Valve Developer Community]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* There are two variations of shaders, Pixel shaders and Vertex shaders, each of which performs a different task in the rendering pipeline.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot; /&amp;gt;&lt;br /&gt;
* The Source engine uses HLSL based shaders.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot; /&amp;gt;&lt;br /&gt;
* A Postprocess shader is typically a Pixel shader that works on a quad rendered across the entire screen.&amp;lt;ref name=&amp;quot;ref_c9c7&amp;quot; /&amp;gt;&lt;br /&gt;
* A shader is simply a program that runs in the graphics pipeline and tells the computer how to render each pixel.&amp;lt;ref name=&amp;quot;ref_03de&amp;quot;&amp;gt;[https://www.lunarg.com/services/shader-compiler-services/ Shader Compiler Development &amp;amp; Shader Compiler Optimization]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Here’s an example of a GLSL fragment shader being applied to an image.&amp;lt;ref name=&amp;quot;ref_03de&amp;quot; /&amp;gt;&lt;br /&gt;
* SEUS is an exciting shader that is available in either Renewed or Path Traced Global Illumination (PTGI) versions.&amp;lt;ref name=&amp;quot;ref_0ec1&amp;quot;&amp;gt;[https://www.windowscentral.com/best-shaders-minecraft Best Shaders for Minecraft in 2020]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Renewed is best for getting optimal performance on your gaming PC, and it&amp;#039;s one of the most realistic-looking shader packs available.&amp;lt;ref name=&amp;quot;ref_0ec1&amp;quot; /&amp;gt;&lt;br /&gt;
* This is one of the most popular shaders for a reason, and it&amp;#039;s certainly worth trying out.&amp;lt;ref name=&amp;quot;ref_0ec1&amp;quot; /&amp;gt;&lt;br /&gt;
* There are some current limitations when using the toon shader.&amp;lt;ref name=&amp;quot;ref_a1b1&amp;quot;&amp;gt;[https://docs.arnoldrenderer.com/display/A5AFMUG/Toon Arnold for Maya User Guide]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The diagram and accompanying text below describe the shading components that form the toon shader.&amp;lt;ref name=&amp;quot;ref_a1b1&amp;quot; /&amp;gt;&lt;br /&gt;
* The toon shader uses cell shading via ramp nodes for both base and specular.&amp;lt;ref name=&amp;quot;ref_a1b1&amp;quot; /&amp;gt;&lt;br /&gt;
* A pixel art style can be achieved by using negative Camera AA samples with the Toon shader.&amp;lt;ref name=&amp;quot;ref_a1b1&amp;quot; /&amp;gt;&lt;br /&gt;
* To use a shader in your application, you create a Shader instance for it.&amp;lt;ref name=&amp;quot;ref_9182&amp;quot;&amp;gt;[https://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/Shader.html Adobe ActionScript® 3 (AS3 ) API Reference]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* A shader defines a function that executes on all the pixels in an image, one pixel at a time.&amp;lt;ref name=&amp;quot;ref_9182&amp;quot; /&amp;gt;&lt;br /&gt;
* A shader can specify one or more input images, which are images whose content can be used in determining the output of the function.&amp;lt;ref name=&amp;quot;ref_9182&amp;quot; /&amp;gt;&lt;br /&gt;
* A shader can also specify one or more parameters, which are input values that can be used in calculating the function output.&amp;lt;ref name=&amp;quot;ref_9182&amp;quot; /&amp;gt;&lt;br /&gt;
* One consequence of this is that shaders do not retain their data after they run; they output a final color to the screen and then move on.&amp;lt;ref name=&amp;quot;ref_5478&amp;quot;&amp;gt;[https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/shaders.html Shaders — Godot Engine (stable) documentation in English]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The reason for doing this is that Godot integrates built-in functionality to make writing complex shaders substantially easier.&amp;lt;ref name=&amp;quot;ref_5478&amp;quot; /&amp;gt;&lt;br /&gt;
* This document provides you with some information about shaders, specific to Godot.&amp;lt;ref name=&amp;quot;ref_5478&amp;quot; /&amp;gt;&lt;br /&gt;
* This feature allows the application to guarantee that a shader will be run at the required wave size.&amp;lt;ref name=&amp;quot;ref_503a&amp;quot;&amp;gt;[https://devblogs.microsoft.com/directx/in-the-works-hlsl-shader-model-6-6/ In the works: HLSL Shader Model 6.6]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The Turing architecture introduces a new programmable geometric shading pipeline through the use of mesh shaders.&amp;lt;ref name=&amp;quot;ref_7a8a&amp;quot;&amp;gt;[https://developer.nvidia.com/blog/introduction-turing-mesh-shaders/ Introduction to Turing Mesh Shaders]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In this post we look at mesh shaders to accelerate rendering of heavy triangle meshes.&amp;lt;ref name=&amp;quot;ref_7a8a&amp;quot; /&amp;gt;&lt;br /&gt;
* The mesh shader gives developers new possibilities to avoid such bottlenecks.&amp;lt;ref name=&amp;quot;ref_7a8a&amp;quot; /&amp;gt;&lt;br /&gt;
* The task shader operates similarly to the control stage of tessellation, in that it is able to dynamically generate work.&amp;lt;ref name=&amp;quot;ref_7a8a&amp;quot; /&amp;gt;&lt;br /&gt;
* It has remained a classic shader for good reason though.&amp;lt;ref name=&amp;quot;ref_f4b3&amp;quot;&amp;gt;[https://attackofthefanboy.com/guides/minecraft-shaders-2020-the-10-best-shader-packs-of-all-time/ Minecraft Shaders 2020 – The 10 Best Shader Packs of All Time]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* It offers a more muted, realistic color scheme than most shaders, and it pairs well with a realistic texture pack.&amp;lt;ref name=&amp;quot;ref_f4b3&amp;quot; /&amp;gt;&lt;br /&gt;
* It’s not an incredibly realistic look like you’d get with most of the other shaders on this list, but it’s definitely a unique style.&amp;lt;ref name=&amp;quot;ref_f4b3&amp;quot; /&amp;gt;&lt;br /&gt;
* These are tutorials covering more complex or specialized rendering techniques, going beyond Unity&amp;#039;s standard shaders.&amp;lt;ref name=&amp;quot;ref_da5d&amp;quot;&amp;gt;[https://catlikecoding.com/unity/tutorials/ Unity C# and Shader Tutorials]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* This document describes a next-generation replacement for Vertex and Geometry shaders in a D3D12 pipeline called “Mesh shader”.&amp;lt;ref name=&amp;quot;ref_b0c6&amp;quot;&amp;gt;[https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.html Mesh Shader]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* There will additionally be a new Amplification shader stage, which enables current tessellation scenarios.&amp;lt;ref name=&amp;quot;ref_b0c6&amp;quot; /&amp;gt;&lt;br /&gt;
* In recent years developers proposed geometry pipelines that process index buffers with a compute shader before vertex shaders.&amp;lt;ref name=&amp;quot;ref_b0c6&amp;quot; /&amp;gt;&lt;br /&gt;
* Mesh and Amplification shaders will use graphics root signature or their parameters.&amp;lt;ref name=&amp;quot;ref_b0c6&amp;quot; /&amp;gt;&lt;br /&gt;
* You can find them in the example folder of your OF download, under examples/shader or on github.&amp;lt;ref name=&amp;quot;ref_21cc&amp;quot;&amp;gt;[https://openframeworks.cc/ofBook/chapters/shaders.html Introducing Shaders]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* You&amp;#039;ve probably heard somewhere about &amp;quot;shaders&amp;quot;, those mystical things that let you render beautiful things at blazing speed.&amp;lt;ref name=&amp;quot;ref_21cc&amp;quot; /&amp;gt;&lt;br /&gt;
* To really get the hang of working with shaders, we need to get you a little background on what the GPU is first.&amp;lt;ref name=&amp;quot;ref_21cc&amp;quot; /&amp;gt;&lt;br /&gt;
* These attributes are used as the inputs into the vertex shader, this is what you&amp;#039;re working within your vertex shader.&amp;lt;ref name=&amp;quot;ref_21cc&amp;quot; /&amp;gt;&lt;br /&gt;
* Shader programs are highly configurable because each shader program consists of two required parts: a vertex shader and a fragment shader.&amp;lt;ref name=&amp;quot;ref_1c98&amp;quot;&amp;gt;[https://climserv.ipsl.polytechnique.fr/documentation/idl_help/About_Shader_Programs.html About Shader Programs]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* OpenGL calls the fragment shader for every pixel that OpenGL intends to modify on the graphics device.&amp;lt;ref name=&amp;quot;ref_1c98&amp;quot; /&amp;gt;&lt;br /&gt;
* From photorealistic lighting to uncanny motion blur, shaders are capable of bringing your Minecraft experience to life.&amp;lt;ref name=&amp;quot;ref_d029&amp;quot;&amp;gt;[https://www.pcgamesn.com/minecraft/minecraft-shaders-best-graphics-mods Minecraft shaders: the best Minecraft shader packs in 2020]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Getting a Minecraft shader or shader pack up and running is a simple enough process.&amp;lt;ref name=&amp;quot;ref_d029&amp;quot; /&amp;gt;&lt;br /&gt;
* Naelego’s expertly crafted shader introduces bold colours and crisp outlines in order to emulate the look of a classic comic or cartoon.&amp;lt;ref name=&amp;quot;ref_d029&amp;quot; /&amp;gt;&lt;br /&gt;
* BSL Minecraft shaders deliver some of the best visuals you can get in the game without breaking your rig.&amp;lt;ref name=&amp;quot;ref_d029&amp;quot; /&amp;gt;&lt;br /&gt;
* When working on shaders, be sure to enable r.&amp;lt;ref name=&amp;quot;ref_d36c&amp;quot;&amp;gt;[https://docs.unrealengine.com/en-US/Programming/Rendering/ShaderDevelopment/index.html Shader Development]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If you change a file that is included in many shaders (such as, common.usf), this can take a while.&amp;lt;ref name=&amp;quot;ref_d36c&amp;quot; /&amp;gt;&lt;br /&gt;
* Global shaders are shaders which operate on fixed geometry (like a full screen quad) and do not need to interface with materials.&amp;lt;ref name=&amp;quot;ref_d36c&amp;quot; /&amp;gt;&lt;br /&gt;
* The vertex factory shader code is an implicit interface which is used by the various pass shaders to abstract mesh type differences.&amp;lt;ref name=&amp;quot;ref_d36c&amp;quot; /&amp;gt;&lt;br /&gt;
* Mari uses shaders to specify how different channels behave in the lighting module and how the paint on the model reacts to light.&amp;lt;ref name=&amp;quot;ref_ca16&amp;quot;&amp;gt;[https://learn.foundry.com/mari/Content/user_guide/shaders/shaders.html Shaders]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mari&amp;#039;s default shaders show the paint in either the Current Channel, Current Layer and Below, Current Layer, or Current Paint Target.&amp;lt;ref name=&amp;quot;ref_ca16&amp;quot; /&amp;gt;&lt;br /&gt;
* By default, when you create a project and do not make changes to the Channels tab, a principled BRDF shader is created with 4 channels.&amp;lt;ref name=&amp;quot;ref_ca16&amp;quot; /&amp;gt;&lt;br /&gt;
* The default channels get plugged into the shader immediately to set up your project.&amp;lt;ref name=&amp;quot;ref_ca16&amp;quot; /&amp;gt;&lt;br /&gt;
* Each shader is implemented in a separate shader file.&amp;lt;ref name=&amp;quot;ref_6297&amp;quot;&amp;gt;[https://doc.qt.io/qt-5/qtquick3d-customshaders-example.html Qt Quick 3D - Custom Shaders Example]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In this example, the vertex shader is defined in example.vert and the fragment shader in example.frag.&amp;lt;ref name=&amp;quot;ref_6297&amp;quot; /&amp;gt;&lt;br /&gt;
* Each shader has to be declared in QML and the stage set appropriately.&amp;lt;ref name=&amp;quot;ref_6297&amp;quot; /&amp;gt;&lt;br /&gt;
* A custom material using custom shaders is used the same way as any other material.&amp;lt;ref name=&amp;quot;ref_6297&amp;quot; /&amp;gt;&lt;br /&gt;
* The graphics card GPU switches between executing fixed-function and shader program code.&amp;lt;ref name=&amp;quot;ref_6925&amp;quot;&amp;gt;[https://www.l3harrisgeospatial.com/docs/IntroShaders.html Introduction to Shader Objects]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The Shader Editor enables you to see and edit the vertex and fragment shaders used by WebGL.&amp;lt;ref name=&amp;quot;ref_3064&amp;quot;&amp;gt;[https://developer.mozilla.org/en-US/docs/Tools/Shader_Editor Shader Editor - Firefox Developer Tools]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* These shaders are written in OpenGL Shading Language, or GLSL.&amp;lt;ref name=&amp;quot;ref_3064&amp;quot; /&amp;gt;&lt;br /&gt;
* With the Shader Editor, you can examine and edit the source of the vertex and fragment shaders.&amp;lt;ref name=&amp;quot;ref_3064&amp;quot; /&amp;gt;&lt;br /&gt;
* Authoring shaders in Unity has traditionally been the realm of people with some programming ability.&amp;lt;ref name=&amp;quot;ref_ef1d&amp;quot;&amp;gt;[https://unity.com/shader-graph Build Your Shaders Visually with Unity]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Shader Graph opens up the field for artists and other team members by making it easy to create shaders.&amp;lt;ref name=&amp;quot;ref_ef1d&amp;quot; /&amp;gt;&lt;br /&gt;
* A shader is essentially a function required to draw something on the screen.&amp;lt;ref name=&amp;quot;ref_01ce&amp;quot;&amp;gt;[https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders GLSL Shaders - Game development]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Using a GPU to deal with shaders offloads some of the number crunching from the CPU.&amp;lt;ref name=&amp;quot;ref_01ce&amp;quot; /&amp;gt;&lt;br /&gt;
* shaders define RGBA (red, green, blue, alpha) colors for each pixel being processed — a single fragment shader is called once per pixel.&amp;lt;ref name=&amp;quot;ref_01ce&amp;quot; /&amp;gt;&lt;br /&gt;
* The purpose of the fragment shader is to set up the gl_FragColor variable.&amp;lt;ref name=&amp;quot;ref_01ce&amp;quot; /&amp;gt;&lt;br /&gt;
* Don’t pay any attention to the version number of each individual shader pack, because that’s not how shaders work.&amp;lt;ref name=&amp;quot;ref_7c1f&amp;quot;&amp;gt;[https://www.rockpapershotgun.com/2020/09/21/best-minecraft-shaders-1-16-the-best-shaders-to-use-with-optifine-1-16-3-2/ Best Minecraft shaders 1.16 - the best shaders to use with Optifine 1.16.3]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* It actually runs a little better for me on my (high-end) rig than the other “go-to” shaders on this list (Sildur’s and SEUS).&amp;lt;ref name=&amp;quot;ref_7c1f&amp;quot; /&amp;gt;&lt;br /&gt;
* From a distance, they’re possibly the best shaders out there for oceans, though it does look a little stranger with smaller bodies of water.&amp;lt;ref name=&amp;quot;ref_7c1f&amp;quot; /&amp;gt;&lt;br /&gt;
* Sounds much like the aims of most other shader packs, right?&amp;lt;ref name=&amp;quot;ref_7c1f&amp;quot; /&amp;gt;&lt;br /&gt;
* If you’ve done it correctly, the shader will immediately appear in the video options screen.&amp;lt;ref name=&amp;quot;ref_f3b9&amp;quot;&amp;gt;[https://www.pcgamer.com/best-minecraft-shaders/ The best Minecraft shaders]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* It’s an extension of the GLSL shader that completely changes Minecraft’s lighting system.&amp;lt;ref name=&amp;quot;ref_f3b9&amp;quot; /&amp;gt;&lt;br /&gt;
* But lagless shaders only care about you getting your optimum Minecraft experience.&amp;lt;ref name=&amp;quot;ref_f3b9&amp;quot; /&amp;gt;&lt;br /&gt;
* This one, then, is marketed as the moon-on-a-stick shader pack, with everything crammed into one resource-hungry package.&amp;lt;ref name=&amp;quot;ref_f3b9&amp;quot; /&amp;gt;&lt;br /&gt;
* You have to provide programs for the vertex and fragment shaders.&amp;lt;ref name=&amp;quot;ref_3230&amp;quot;&amp;gt;[https://docs.tizen.org/application/native/guides/graphics/vertex-shader/ Vertex Shader]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The following code shows an example vertex shader.&amp;lt;ref name=&amp;quot;ref_3230&amp;quot; /&amp;gt;&lt;br /&gt;
* In the example vertex shader, worldMat must be updated per frame.&amp;lt;ref name=&amp;quot;ref_3230&amp;quot; /&amp;gt;&lt;br /&gt;
* Such a structure must be presented to the shader.&amp;lt;ref name=&amp;quot;ref_3230&amp;quot; /&amp;gt;&lt;br /&gt;
* In the previous chapter we described shaders as the equivalent of the Gutenberg press for graphics.&amp;lt;ref name=&amp;quot;ref_c8c4&amp;quot;&amp;gt;[https://thebookofshaders.com/01/ The Book of Shaders]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* There are other types of shaders depending on hardware and Operating Systems.&amp;lt;ref name=&amp;quot;ref_c8c4&amp;quot; /&amp;gt;&lt;br /&gt;
* Another use of shaders is for special effects, even on 2D images, e.g. a photo from a webcam .&amp;lt;ref name=&amp;quot;ref_7cab&amp;quot;&amp;gt;[https://en.wikipedia.org/wiki/Shader Wikipedia]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The unaltered, unshaded image is on the left, and the same image has a shader applied on the right.&amp;lt;ref name=&amp;quot;ref_7cab&amp;quot; /&amp;gt;&lt;br /&gt;
* Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility.&amp;lt;ref name=&amp;quot;ref_7cab&amp;quot; /&amp;gt;&lt;br /&gt;
* As graphics processing units evolved, major graphics software libraries such as OpenGL and Direct3D began to support shaders.&amp;lt;ref name=&amp;quot;ref_7cab&amp;quot; /&amp;gt;&lt;br /&gt;
* For a basic introduction to shaders, see the shader tutorials: Part 1 and Part 2.&amp;lt;ref name=&amp;quot;ref_ba06&amp;quot;&amp;gt;[https://docs.unity3d.com/Manual/SL-VertexFragmentShaderExamples.html Manual: Vertex and fragment shader examples]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The first step is to create some objects which you will use to test your shaders.&amp;lt;ref name=&amp;quot;ref_ba06&amp;quot; /&amp;gt;&lt;br /&gt;
* To begin examining the code of the shader, double-click the shader asset in the Project View.&amp;lt;ref name=&amp;quot;ref_ba06&amp;quot; /&amp;gt;&lt;br /&gt;
* The Shader command contains a string with the name of the shader.&amp;lt;ref name=&amp;quot;ref_ba06&amp;quot; /&amp;gt;&lt;br /&gt;
* The fragment shader is the OpenGL pipeline stage after a primitive is rasterized.&amp;lt;ref name=&amp;quot;ref_e384&amp;quot;&amp;gt;[https://www.khronos.org/opengl/wiki/Fragment_Shader Fragment Shader]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If no fragment shader is used, then the color values of the output Fragment have undefined values.&amp;lt;ref name=&amp;quot;ref_e384&amp;quot; /&amp;gt;&lt;br /&gt;
* Unlike every other shader stage, fragment shaders have implicit derivatives generated.&amp;lt;ref name=&amp;quot;ref_e384&amp;quot; /&amp;gt;&lt;br /&gt;
* Thus, the fragment does not proceed on to the next pipeline stages, and any fragment shader outputs are lost.&amp;lt;ref name=&amp;quot;ref_e384&amp;quot; /&amp;gt;&lt;br /&gt;
* As mentioned in the Hello Triangle chapter, shaders are little programs that rest on the GPU.&amp;lt;ref name=&amp;quot;ref_d4a7&amp;quot;&amp;gt;[https://learnopengl.com/Getting-started/Shaders LearnOpenGL]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In a basic sense, shaders are nothing more than programs transforming inputs to outputs.&amp;lt;ref name=&amp;quot;ref_d4a7&amp;quot; /&amp;gt;&lt;br /&gt;
* In the previous chapter we briefly touched the surface of shaders and how to properly use them.&amp;lt;ref name=&amp;quot;ref_d4a7&amp;quot; /&amp;gt;&lt;br /&gt;
* Each shader&amp;#039;s entry point is at its main function where we process any input variables and output the results in its output variables.&amp;lt;ref name=&amp;quot;ref_d4a7&amp;quot; /&amp;gt;&lt;br /&gt;
* There are several languages that can be used to write shaders, such as Cg, HLSL and GLSL.&amp;lt;ref name=&amp;quot;ref_f5fd&amp;quot;&amp;gt;[https://processing.org/tutorials/pshader/ Shaders \ Processing.org]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The fragments are processed in the next stage, called the fragment shader.&amp;lt;ref name=&amp;quot;ref_f5fd&amp;quot; /&amp;gt;&lt;br /&gt;
* In this particular example, the fragment shader doesn&amp;#039;t do much; it only writes the color to the screen position (x, y).&amp;lt;ref name=&amp;quot;ref_f5fd&amp;quot; /&amp;gt;&lt;br /&gt;
* These kind of variables that are exchanged between the vertex and the fragment shaders are called &amp;quot;varying&amp;quot;.&amp;lt;ref name=&amp;quot;ref_f5fd&amp;quot; /&amp;gt;&lt;br /&gt;
* The maximum number of texture image units that the sampler in this shader can access.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot;&amp;gt;[https://www.khronos.org/opengl/wiki/Shader OpenGL Wiki]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Note: For legacy reasons, the enumerator for the fragment shader equivalent is called GL_MAX_TEXTURE_IMAGE_UNITS.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot; /&amp;gt;&lt;br /&gt;
* The OpenGL-required minimum is 8 for fragment and compute shaders, and 0 for the rest.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot; /&amp;gt;&lt;br /&gt;
* The OpenGL-required minimum is 1 for fragment shaders, 8 for compute shaders (note: possible spec typo), and again 0 for the rest.&amp;lt;ref name=&amp;quot;ref_85a3&amp;quot; /&amp;gt;&lt;br /&gt;
* use 함수는 shader program을 활성화하고 모든 set...&amp;lt;ref name=&amp;quot;ref_2c87&amp;quot;&amp;gt;[https://heinleinsgame.tistory.com/8 [Learn OpenGL 번역] 2-5. 시작하기]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 따라서 4개의 mesh shader 워크그룹이 생겨나게 된다.&amp;lt;ref name=&amp;quot;ref_dda1&amp;quot;&amp;gt;[https://www.vw-lab.com/84 VW LAB :: Nvidia Mesh Shader 코드를 작성해보자]&amp;lt;/ref&amp;gt;&lt;br /&gt;
===소스===&lt;br /&gt;
 &amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pythagoras0</name></author>
	</entry>
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