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What Does Frag Out Mean? From Military Jargon to Urban Dictionary

  • gotabgeytabmores
  • Aug 15, 2023
  • 6 min read


In today's shooter games we see the term frags being thrown out a lot. Either in reference to the actual grenade itself, but mostly referring to getting kills, regardless of weapons, and several subterms have come from it, such as topfragging, and bottomfragging, terms referring to how many kills you have on a scoreboard.


"Frag" as slang for a kill in a multiplayer FPS game is about as old as deathmatch itself. Practically all id Software games use this term, going back to the original Doom multiplayer mode. From memory, Doom supported ending matches based on a "fraglimit," although I can't find resources for the "classic" Doom configuration/console commands to back up my memory.




what does frag out mean




It's possible it was related to the definition of "fragging" as killing of friendly soldiers. In support of this theory, in single player Doom the player faces off against enemies, usually aliens or some other hostile NPCs. In multiplayer deathmatch, however, human players are killing one another instead, making it more of a "friendly" kill than in the single player mode.


Gibs, short for giblets, is a humorous term referring to the variably-sized body parts ("guts"), fragments, and offal produced when non-player characters or game players are damaged or killed in video games.


The fragment shader is the OpenGL pipeline stage after a primitive is rasterized. For each sample of the pixels covered by a primitive, a "fragment" is generated. Each fragment has a Window Space position, a few other values, and it contains all of the interpolated per-vertex output values from the last Vertex Processing stage.


The output of a fragment shader is a depth value, a possible stencil value (unmodified by the fragment shader), and zero or more color values to be potentially written to the buffers in the current framebuffers.


Fragment shaders are technically an optional shader stage. If no fragment shader is used, then the color values of the output Fragment have undefined values. However, the depth and stencil values for the output fragment have the same values as the inputs.


This is useful for doing rendering where the only useful output is the fragment's depth, and you want to use the depth computed by the system, rather than some other depth. Such depth-only rendering is used for shadow mapping operations as well as depth pre-pass optimizations.


Unlike every other shader stage, fragment shaders have implicit derivatives generated. As such, they can use the majority of the texturing functions. You still need to watch out for non-uniform flow control.


Fragment shaders also have access to the discard command. When executed, this command causes the fragment's output values to be discarded. Thus, the fragment does not proceed on to the next pipeline stages, and any fragment shader outputs are lost. Though execution of the fragment shader is technically stopped by discard, on actual systems, it may continue. Such systems are required to prevent image store, Atomic Counter, and Shader Storage Buffer Object writes issued after the discard from working (such operations performed before the discard work as expected).


Normally, most of the Per-Sample Processing steps happen after the fragment shader. However, with OpenGL 4.2 or ARB_shader_image_load_store, the shader can enforce Early Fragment Testing, which ensures that the conditional per-sample tests that discard fragments happen before the fragment shader executes. To do this, the following syntax is used in the shader:


The user-defined inputs received by this fragment shader will be interpolated according to the interpolation qualifiers declared on the input variables declared by this fragment shader. The fragment shader's input variables must be declared in accord with the interface matching rules between shader stages. Specifically, between this stage and the last Vertex Processing shader stage in the program or pipeline object.


User-defined output variables in the fragment shader can only be the following GLSL types: floats, integers, vectors of the same. They can also be arrays of one of these types, including arrays of arrays (though you are strongly encouraged to avoid this). User-defined output variables can also not be aggregated into interface blocks.


User-defined outputs from a fragment shader represent a series of "colors". These color values are directed into specific buffers based on the glDrawBuffers state. These are called "fragment colors", though you can treat them like any arbitrary data. Any fragment color values not written by the FS will have undefined values; such undefined values can still be routed to a buffer via `glDrawBuffers`.


The mapping between fragment colors and actual buffers within a Framebuffer is defined by glDrawBuffers, which is part of the framebuffer's state. For example, if we set our draw buffers up like this:


diffuseColor uses fragment color 0. The 0th index of the array passed to glDrawBuffers contains GL_COLOR_ATTACHMENT4. Therefore, the value written to diffuseColor will go to the buffer bound to the GL_COLOR_ATTACHMENT4 slot. Here's a table of the outputs and the associated buffers:


This is achieved by assigning another parameter to fragment output variables: an index. All outputs have an index in addition to a fragment color number. If any of the outputs is assigned a non-zero index, then the fragment shader uses dual-source blending.


When a fragment shader provides dual-source output, it reduces the number of buffers it can write to. The new maximum fragment color output is GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, which is 1 on every piece of hardware that supports this feature. In short: if you want dual-source blending, you can only write to one buffer from the fragment shader.


Rolling FragsRolling frag grenades helps a lot when trying to clear a room, because they tend to do what the flashbangs do, go hide in a corner. When rolling a frag grenade, try to aim for the middle of the room or structure you are clearing.(its best to have 2 people doing this, 1 rolls a flash and quickly gets ready to enter, the other cooks off a grenade and rolls it in, and the flasher moves in and clears. Repeat this process several times.) Also, when frags are cooked off in the rolling process, cook them off a little bit shorter than you usually would, because rolling takes a hair more time than throwing.


One note of caution: you should NEVER try to frag newly purchased corals! Give them time to acclimate to your aquarium conditions for a couple months, UNDISTURBED before considered fragging. Once you feel certain the coral is growing well and thriving within the tank, THEN you can move forward with your plan to frag coral.


Usually the fragmentshader does not override the Z buffer value, and a default valueis used from the regular triangle rasterizationThe process of generating an image by calculating pixels for each polygon or triangle in the geometry. This is an alternative to ray tracing.See in Glossary. However, for someeffects it is useful to output custom Z buffer depth values per pixel.


There are limits to how many interpolator variables can be used in totalto pass the information from the vertex into the fragment shader. The limitdepends on the platform and GPU, and the general guidelines are:


A fragment shader can receive position of the pixel being rendered as a special VPOS semantic.This feature only exists starting with shader model 3.0, so the shader needs to have the #pragma target 3.0 compilation directive.


The discovered vulnerabilities affect all modern security protocols of Wi-Fi, including the latest WPA3 specification.Even the original security protocol of Wi-Fi, called WEP, is affected. This means that several of the newly discovereddesign flaws have been part of Wi-Fi since its release in 1997!Fortunately, the design flaws are hard to abuse because doing so requires user interaction or is onlypossible when using uncommon network settings.As a result, in practice the biggest concern are the programming mistakes in Wi-Fi products sinceseveral of them are trivial to exploit.


How can the adversary construct unencrypted Wi-Fi frames so they are accepted by a vulnerable device?First, certain Wi-Fi devices accept any unencrypted frame even when connected to a protected Wi-Fi network.This means the attacker doesn'thave to do anything special!Two of out of four tested home routers were affected by this vulnerability, several internet-of-things devices were affected,and some smartphones were affected. Additionally, many Wi-Fi dongles on Windows will wrongly accept plaintext frames whenthey are split into several (plaintext) fragments.


Finally, several devices process broadcasted fragments as normal unfragmented frames. More problematic, some devicesaccept broadcast fragments even when sent unencrypted.An attacker can abuse this to inject packets by encapsulating them in the second fragment of a plaintext broadcast frame.


The second design flaw is in the frame fragmentation feature of Wi-Fi. This feature increases the reliability of a connectionby splitting large frames into smaller fragments. When doing this, every fragment that belongs to thesame frame is encrypted using the same key. However, receivers are not required to check this and will reassemble fragmentsthat were decrypted using different keys.Under rare conditions this can be abused to exfiltrate data. This is accomplished by mixing fragments that are encrypted under different keys,as illustrated in the following figure:


In the above figure, the first fragment received by the access point is decrypted using a different keythan the second fragment. Nevertheless, the victim will reassemble both fragments. In practice this allowsan adversary to exfiltrate selected client data.


This design flaw can be fixed in a backwards-compatible manner by only reassembling fragmentsthat were decrypted using the same key.Because the attack is only possible under rare conditions it is considered a theoretical attack. 2ff7e9595c


 
 
 

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