$ whois glsl
GLSL
first released in 2004 · by OpenGL Architecture Review Board
$ guessprog --inspect glsl
- year
- 2004
- paradigm
- procedural
- family
- c like
- memory
- none
- binding
- static
- safety
- strong
GLSL(7)
- AUTHORS
- OpenGL Architecture Review Board
- HISTORY
- The OpenGL Shading Language was introduced as part of OpenGL 2.0 in 2004, after years in which GPU programs had to be written in vendor-specific assembly. It was standardised by the OpenGL Architecture Review Board, building on a proposal led by 3Dlabs, and is now maintained by the Khronos Group. GLSL is a C-like language with built-in vector and matrix types, swizzling (such as color.rgb) and math functions tailored to graphics. Programs run on the GPU as vertex, fragment and other shader stages.
- USAGE
- GLSL is widely used wherever OpenGL or WebGL is: games, visualisation, creative coding and sites like Shadertoy. Vulkan applications often still write shaders in GLSL and compile them to SPIR-V.
- SEE ALSO
- GLSL on Wikipedia ↗
#version 330 core
in vec2 uv;
out vec4 fragColor;
uniform float time;
void main() {
vec2 p = uv * 2.0 - 1.0; // map to [-1, 1]
float r = 0.5 + 0.1 * sin(time); // pulsing radius
float ring = 1.0 - smoothstep(0.0, 0.02, abs(length(p) - r));
vec3 color = mix(vec3(0.1, 0.1, 0.2), vec3(1.0, 0.6, 0.2), ring);
fragColor = vec4(color.rgb, 1.0);
}