in 2012 and the language is now deprecated. DirectX Shader Assembly Language The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. The shader assembly language is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution. The shader assembly language cannot be directly used to program unified Shader Model 4.0, 4.1, 5.0, and 5.1, although it retains its function as a representation of the intermediate bytecode for debug purposes. DirectX High-Level Shader Language The High-Level Shading Language (also called HLSL for short) is a C-style shader language for DirectX 9 and higher and Xbox game consoles. It is related to Nvidia's Cg but is only supported by DirectX and Xbox. HLSL programs are compiled into bytecode equivalent of DirectX shader assembly language. HLSL was introduced as an optional alternative to the shader assembly language in Direct3D 9, but became a requirement in Direct3d 10 and higher, where the shader assembly language is deprecated. Adobe Pixel Bender and Adobe Graphics Assembly Language Adobe Systems added Pixel Bender as part of the Adobe Flash 10 API. Pixel Bender could only process pixel but not 3D-vertex data. Flash 11 introduced an entirely new 3D API called Stage3D, which uses its own shading language called Adobe Graphics Assembly Language (AGAL), which offers full 3D acceleration support. GPU acceleration for Pixel Bender was removed in Flash 11.8. AGAL is a low-level but platform-independent shading language, which can be compiled, for example, or GLSL. PlayStation Shader Language Sony announced PSSL (PlayStation Shader Language) as a platform-specific shading language similar to Cg/HLSL for the PlayStation 4. It is said to be largely compatible with HLSL shaders on PC, but with additional features for the PS4 platform. Metal Shading Language Apple has created a low-level graphics API called Metal, which runs on most Macs made since 2012, iPhones since the 5S, and iPads since the iPad Air. Metal introduces its own shading language called Metal Shading Language (MSL), which is based on C++14 and implemented using clang and LLVM. MSL unifies vertex, fragment and compute processing. WebGPU Shading Language WebGPU Shading Language (WGSL) is the shader language for WebGPU. That is, an application using the WebGPU API uses WGSL to express the programs, known as shaders, that run on the GPU. Translation As more