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Vertex Shading Stage
vertex buffer data is processed on per-vertex basis
we must provide a vertex shader and have it bound by glUseProgram(shader_program_ID)
Tesselation Stage
optional: additional per-vertex processing
Geometry Shading Stage
optional: additional work with geometry (triangles, lines, points)
Rasterization (not programmable)
Uncolored fragments (pixel candidates) are generated
Fragment Shading Stage
per-fragment (pixel) processing: colors assigned, depth values computed
we must provide a fragment shader and have it bound by glUseProgram(shader_program_ID)
Compute Shading Stage
another chance to access buffers already generated
general purpose processing
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