![]() ![]() As I said in the OpenGL ES article in OpenGL Pipeline #3, one of the fundamental design principles of OpenGL ES is to avoid providing multiple ways of achieving the same goal. But almost as interesting as what ES 2.0 has, is what it doesn’t have. That means, of course, that it supports vertex and fragment shaders written in a high-level programming language. Like its predecessors, OpenGL ES 2.0 is based on a version of desktop OpenGL – in this case, OpenGL 2.0. We think you’ll agree that it was worth the wait. We’re very pleased with what we came up with, and excited to have the specification released and silicon on the way. ![]() With OpenGL ES 2.0, we moved closer to the cutting edge, so we had less experience to guide us. What took so long? When we created the ES 1.x specifications, we were using mature technology, following paths that the OpenGL ARB had thoroughly explored in older versions of the desktop API. The new specification has been three years in the making – work actually started before the release of our last major release, OpenGL ES 1.1. OpenGL ES 2.0 brings shader-based rendering to cell phones, set-top boxes, and other embedded platforms. It’s here at last! At the Game Developers Conference in March, the OpenGL ES Working Group announced the release of OpenGL ES 2.0, the newest version of OpenGL for mobile devices. #OPENGL ES 2.0 SAMPLE PROGRAM CODE#So while GLSL would theoretically cover 2 platforms reasonably (osx and mobile), you can not even count on reusability there or on consistent behavior.Ĭg removes such problems pretty widely and it works for all platforms.Īlso since Aras shader code optimizer got added on 3.0 beta6 and was updated with 3.Shaders Go Mobile: Announcing OpenGL ES 2.0 Shaders Go Mobile: Announcing OpenGL ES 2.0 The GLSL light position constants etc are a "remainder" of the fixed function pipeline, they are no pure shader thing. GLSL on desktop can do more and has deeper access than GLSL on OES 2.0 for example, if UT wouldn't offer macros you would not even get light positions and alike without writting them to registers manually (feeding them into vectors) because OpenGL ES 2.0 has no fixed function pipeline nor a concept of such things. Any help would be great.Ī main point against GLSL is the problem of deltas. It seems clear that the iPad is very capable for someone who understands shaders. I'm hoping people have a better understanding out. The FAQ for this forum is somewhat sparse. Is there a "Shaders for Dummies" that would be relevant? I'm reasonably well versed in C/C++ and I've got years of programming experience but this is first time I'm really looking at shaders themselves and I'm probably still somewhat weak on generic shader concepts. How useful is it for me to read about generic shader info? Can I play with Apple's shader tools and it be applicable to writing shaders in shaderlab? I've looked at examples and I've read some of the forums but I'm still not getting it. Is this the case?Īre there any good resources/tutorial/examples for understanding this? I have read wiki stuff (The iPhone examples are limited and the non-iPhone examples have a lot of graphic card specific complexity that I'm hoping to avoid having to sort out). I get the impression that Shaderlab wraps CG/HLSL. I'm having difficulty separating out what is Unity specific and what is a part of the OpenGL ES spec. I am looking at trying to get up to speed with shaders for OpenGL ES 2.0 (Programmable shaders) for the iPad 2. ![]()
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