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ARB Assembly Shader Programming (2023)
The realm of shader programming today is dominated by GLSL, but the road to where we are was long and loopy.
The two had little time in the sun, as the Architecture Review Board slammed down ARB_vertex_program and ARB_fragment_program, sealing the paradigm from then on: send all instructions at once in a textual form. PARAM: used to name constants or program parameters ATTRIB: used for aliasing vertex attributes ADDRESS: for array indexing, this is the only integer vector, and only the first component is accessible (vertex program only) TEMP: used for intermediate computation (i.e. temporary expressions) ALIAS: provides another name to a variable OUTPUT: used for aliasing return variables, passed to the next stages Any instruction in a fragment program, be it texture, arithmetic or even MOV and CMP, may be suffixed with_SAT causing each destination component to be clamped between 0 and 1.
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