direct various textures, maps, and mathematical functions into output values like the diffuse color, the specular color and intensity, roughness/metalness, height, normal, and so on. Automatic compilation then turns the graph into an actual, compiled shader. See also GLSL SPIR-V HLSL Compute kernel Shading language GPGPU List of common shading algorithms Vector processor References Further reading External links OpenGL geometry shader extension Riemer's DirectX & HLSL Tutorial: HLSL Tutorial using DirectX with much sample code Pipeline Stages (Direct3D 10) Shading