---
title: Introduction
framework: graphicsimaging
role: article
path: apple-archive/documentation/GraphicsImaging/Conceptual/OpenGLShaderBuilderUserGuide/Introduction
---

# Introduction

Explains how to use OpenGL Shader Builder to develop and test GPU programs.

## Organization of This Document

This document is organized into the following chapters:

- [Getting Started](../UserInterface/UserInterface.html#//apple_ref/doc/uid/TP40006476-CH2-SW1) gives an overview of the user interface and the main features of OpenGL Shader Builder. - [Building Shaders](../Tasks/Tasks.html#//apple_ref/doc/uid/TP40006476-CH3-SW1) provides step-by-step instructions for the most common tasks you can accomplish.

## See Also

You may want to consult these documents as you develop shaders for the GPU:

- [OpenGL Shading Language (PDF)](http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf) provides an overview of shaders and a complete reference to the language. - [OpenGL Shading Language (GLSl) Quick Reference Guide (PDF)](http://www.opengl.org/sdk/libs/OpenSceneGraph/glsl_quickref.pdf) is a two-page list of symbols that includes cross-references to the full specification.

The following OpenGL specifications define the extensions that support GPU programs:

- [GL_EXT_geometry_shader4](http://developer.download.nvidia.com/opengl/specs/GL_EXT_geometry_shader4.txt) is for generating primitives. - [GL_ARB_fragment_program](http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_program.txt) is for processing fragments. - [GL_ARB_vertex_program](http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_program.txt) is for processing vertices.

[Next](../UserInterface/UserInterface.html)

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