The High Level Shader Language or High Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API. It is analogous to the GLSL shading language used with the OpenGL standard. It is the same as the Nvidia Cg shading language, as it was developed alongside it.
HLSL programs come in three forms, vertex shaders, geometry shaders, and pixel (or fragment) shaders. A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's tangent, binormal and normal vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterisation. Each of these pixels comes through the pixel shader, whereby the resultant screen colour is calculated.
Optionally, an application using a Direct3D 10 interface and Direct3D 10 hardware may also specify a geometry shader. This shader takes as its input the three vertices of a triangle and uses this data to generate (or tessellate) additional triangles, which are each then sent to the rasterizer.
Famous quotes containing the words high, level and/or language:
“Optimism is the content of small men in high places.”
—F. Scott Fitzgerald (18961940)
“To Time it never seems that he is brave
To set himself against the peaks of snow
To lay them level with the running wave,
Nor is he overjoyed when they lie low,
But only grave, contemplative and grave.”
—Robert Frost (18741963)
“The necessity of poetry has to be stated over and over, but only to those who have reason to fear its power, or those who still believe that language is only words and that an old language is good enough for our descriptions of the world we are trying to transform.”
—Adrienne Rich (b. 1929)