GLSL versions differences at a glance?

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1 comment, last by TheChubu 11 years, 4 months ago
Hi there, so I've been doing a little HLSL prrogramming with DirectX in recent years and now I'm trying the GLSL with OpenGL. One thing that strikes from the very beginning, is that I cannot find a decent description of the differences between the various versions of GLSL. As an example, the HLSL differences are laid out simply here:

http://en.wikipedia.org/wiki/High_Level_Shader_Language#Pixel_shader_comparison

Now when I try to google the same for GLSL, I just can't find a simple and understandable description of what are the limits of each version of GLSL and what new features have been introduced to each version. Does anybody has this information in a simply and easy to read layout? Also does anybody know what GLSL versions are on par with what HLSL version?

Thanks!
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Generally, GLSL 330 is on par with SM4 (maybe even 4_1, don't remember exactly), 420 is on par with SM5, while 430 is on par with SM5 including 11.1 features.
You have all sorts of information about OpenGL API and GLSL in OpenGL.org site.

http://www.opengl.org/documentation/glsl/

You can download the specs for every OpenGL version and check its "changes" sections, among other things.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

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