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Question-1. What is GLSL?
Answer-1: GLSL (OpenGL Shading Language) is a C-like programming language used to write shaders for OpenGL.
Question-2. What are shaders in OpenGL?
Answer-2: Shaders are small programs that run on the GPU to perform rendering computations like vertex transformation and pixel shading.
Question-3. What are the main types of shaders in GLSL?
Answer-3: The main types are vertex shaders, fragment shaders, geometry shaders, tessellation shaders, and compute shaders.
Question-4. What is a vertex shader?
Answer-4: A vertex shader processes each vertex's attributes, such as position, normal, and texture coordinates.
Question-5. What is a fragment shader?
Answer-5: A fragment shader computes the color and other attributes of each fragment (potential pixel) generated by rasterization.
Question-6. What is a geometry shader?
Answer-6: A geometry shader takes vertices of a primitive as input and can generate additional vertices or modify primitives.
Question-7. How do you declare a GLSL shader?
Answer-7: A GLSL shader is declared in a file with the appropriate extension (e.g., .vert for vertex shaders or .frag for fragment shaders).
Question-8. What is gl_Position in GLSL?
Answer-8: gl_Position is a built-in output variable in vertex shaders that determines the position of a vertex in clip space.
Question-9. What is gl_FragColor in GLSL?
Answer-9: gl_FragColor is a deprecated built-in variable used in fragment shaders to define the final output color of a fragment.
Question-10. What are uniform variables in GLSL?
Answer-10: Uniform variables are global variables that are constant during a single draw call and set by the application.
Question-11. What are attribute variables in GLSL?
Answer-11: Attribute variables are inputs to vertex shaders, typically containing per-vertex data like position and color.
Question-12. What are varying variables in GLSL?
Answer-12: Varying variables (now in and out in modern GLSL) are used to pass data from vertex shaders to fragment shaders.
Question-13. How do you pass a texture to a GLSL shader?
Answer-13: Textures are passed to shaders using uniform samplers (e.g., sampler2D) and accessed with functions like texture().
Question-14. What is the purpose of layout qualifiers in GLSL?
Answer-14: layout qualifiers specify attributes like binding points for uniform buffers or input/output locations for variables.
Question-15. What is a shader program in OpenGL?
Answer-15: A shader program is an OpenGL object that links together multiple shaders (e.g., vertex and fragment shaders) for execution.
Question-16. How do you compile a shader in OpenGL?
Answer-16: Use glShaderSource() to provide the source code and glCompileShader() to compile it.
Question-17. How do you link a shader program in OpenGL?
Answer-17: Attach compiled shaders to a program using glAttachShader() and link them using glLinkProgram().
Question-18. What are built-in GLSL functions?
Answer-18: Built-in GLSL functions include mathematical functions like sin(), cos(), dot(), and texture sampling functions like texture().
Question-19. What is a sampler in GLSL?
Answer-19: A sampler is a data type in GLSL used to represent textures (e.g., sampler2D, samplerCube).
Question-20. What is a vec4 in GLSL?
Answer-20: vec4 is a GLSL data type representing a 4-component vector, often used for positions or colors.
Question-21. What is the difference between in and out in GLSL?
Answer-21: in specifies an input to a shader, while out specifies an output from a shader.
Question-22. What are UBOs in GLSL?
Answer-22: Uniform Buffer Objects (UBOs) allow multiple uniform variables to be grouped together and bound to shaders.
Question-23. What is discard in GLSL?
Answer-23: The discard keyword in fragment shaders is used to discard the current fragment, preventing it from being written to the framebuffer.
Question-24. What is a built-in GLSL variable?
Answer-24: Built-in GLSL variables are predefined variables like gl_Position and gl_FragCoord used for common operations.
Question-25. How do you handle multiple light sources in GLSL?
Answer-25: Multiple light sources can be handled using loops and uniform arrays to store light properties like position, direction, and intensity.
Question-26. What is the purpose of the mat4 type in GLSL?
Answer-26: mat4 represents a 4x4 matrix, commonly used for transformations like rotation, scaling, and translation.
Question-27. How do you normalize a vector in GLSL?
Answer-27: Use the built-in normalize() function to normalize a vector to a unit length.
Question-28. What is the difference between gl_FragCoord and gl_Position?
Answer-28: gl_FragCoord gives the window-space coordinates of a fragment, while gl_Position gives the clip-space position of a vertex.
Question-29. What is GLSL precision qualifier?
Answer-29: Precision qualifiers like lowp, mediump, and highp specify the precision of floating-point variables in GLSL.
Question-30. What is the purpose of the mix function in GLSL?
Answer-30: The mix function linearly interpolates between two values based on a given factor.
Question-31. What is the step function in GLSL?
Answer-31: The step function generates a step function by comparing a value against a threshold.
Question-32. How do you pass a matrix to a GLSL shader?
Answer-32: A matrix is passed to a GLSL shader using uniform variables and functions like glUniformMatrix4fv().
Question-33. What is a tessellation shader in GLSL?
Answer-33: A tessellation shader subdivides patches of vertices to create smoother geometry or add detail.
Question-34. What is a compute shader in GLSL?
Answer-34: A compute shader is a type of shader used for general-purpose computation on the GPU, independent of the rendering pipeline.
Question-35. How do you handle errors in GLSL shaders?
Answer-35: Errors are handled by checking the compilation and linking status using glGetShaderiv() and glGetProgramiv().
Question-36. What is the reflect function in GLSL?
Answer-36: The reflect function calculates the reflection vector given an incident vector and a normal vector.
Question-37. What is the refract function in GLSL?
Answer-37: The refract function computes the refraction vector given an incident vector, a normal vector, and a refraction index.
Question-38. What are subroutines in GLSL?
Answer-38: Subroutines allow shaders to dynamically switch between multiple functions at runtime.
Question-39. What is the maximum number of uniforms in GLSL?
Answer-39: The maximum number depends on the GPU and OpenGL version, retrievable using GL_MAX_VERTEX_UNIFORM_COMPONENTS or similar constants.
Question-40. What is glslangValidator?
Answer-40: glslangValidator is a tool to validate and compile GLSL shaders into SPIR-V binary format for Vulkan.
Question-41. How do you handle lighting calculations in GLSL?
Answer-41: Lighting calculations are handled using equations like Phong or Blinn-Phong shading, combining ambient, diffuse, and specular components.
Question-42. What is the purpose of dFdx and dFdy in GLSL?
Answer-42: dFdx and dFdy compute the partial derivatives of a value with respect to screen-space x and y coordinates, useful for effects like edge detection.
Question-43. What is gl_PointSize in GLSL?
Answer-43: gl_PointSize specifies the size of points when rendering point primitives.
Question-44. What is the purpose of the clamp function in GLSL?
Answer-44: The clamp function constrains a value to lie within a specified range.
Question-45. How do you implement shadows in GLSL?
Answer-45: Shadows can be implemented using shadow mapping or ray tracing techniques in GLSL shaders.
Question-46. What is a varying interpolation qualifier in GLSL?
Answer-46: Interpolation qualifiers like flat, noperspective, and smooth determine how varying variables are interpolated across fragments.
Question-47. What is a shader pipeline in OpenGL?
Answer-47: A shader pipeline is the sequence of shaders (vertex, fragment, etc.) executed during rendering.
Question-48. What is the difference between a vertex shader and a geometry shader?
Answer-48: A vertex shader processes individual vertices, while a geometry shader processes primitives and can generate new vertices.
Question-49. What is the purpose of the abs function in GLSL?
Answer-49: The abs function computes the absolute value of a number.
Question-50. How do you debug GLSL shaders?
Answer-50: GLSL shaders can be debugged using OpenGL debugging tools like RenderDoc, gDEBugger, or by outputting values as colors in the fragment shader.
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