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Virtual DJ Skin – Pioneer CDJ2000 .rarl ➝

August 4, 2022

Virtual DJ Skin – Pioneer CDJ2000 .rarl ➝





 
 
 
 
 
 
 

Virtual DJ Skin – Pioneer CDJ2000 .rarl

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What is the current state of GLSL 4.0?

As many of us know, the GLSL 4.0 specification was just recently finished in May 2012.
Now I am wondering what is the current state of the specification and what is in development for it, because GLSL is already around for quite some time (I know that, but I would like to know what the current progress is, is it at a more mature state now or still very young) and especially since the specification was more recent than I would expect.
So, is GLSL 4.0 more established now, it could be used by projects already, or there is still quite some work to be done?

A:

I don’t think there is any way of knowing in any detail, because there is no publicly accessible version that I could find. However there is a draft of GLSL 4.0 TS on AMD and NV’s web sites (PDFs):

What’s New
Vulkan tessellation control shaders
With OpenGL ES 3.1, tessellation control shaders (TCS) permit
fragment shaders to use vertices as input to tessellate or
frustum-tessellate fragments. Vulkan tessellation control shaders
improve on the limitations of OpenGL ES TCS by exposing a
command-buffer-based rendering path that has support for shared
and dedicated tessellation points.
Vulkan shaders can now perform tessellation and compute shaders in a
single shader, improving the shader programmer’s ability to optimize
their shaders and increasing the shading throughput per fragment.
Here are some details about the Vulkan tessellation model:

Overview
The Vulkan tessellation control shaders (TCS) are the new
tessellation control mechanism in OpenGL 4.0. A gl_TessLevel is
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