Graphics Reference
In-Depth Information
API specification and the OpenGL ES Shading Language 3.0
Specification (OpenGL ES SL) . Figure 1-1 shows the OpenGL ES 3.0
graphics pipeline. The shaded boxes in this figure indicate the
programmable stages of the pipeline in OpenGL ES 3.0. An overview of
each stage in the OpenGL ES 3.0 graphics pipeline is presented next.
Vertex Buffer/
Arrays Objects
Transform
Feedback
Primitive
Assembly
Vertex Shader
Rasterization
API
Textures
Fragment
Shader
Per-Fragment
Operations
Framebuffer
Figure 1-1
OpenGL ES 3.0 Graphics Pipeline
Vertex Shader
This section gives a high-level overview of vertex shaders. Vertex and
fragment shaders are covered in depth in later chapters. The vertex shader
implements a general-purpose programmable method for operating on
vertices.
The inputs to the vertex shader consist of the following:
• Shader program—Vertex shader program source code or executable
that describes the operations that will be performed on the vertex.
• Vertex shader inputs (or attributes)—Per-vertex data supplied using
vertex arrays.
• Uniforms—Constant data used by the vertex (or fragment) shader.
• Samplers—Specific types of uniforms that represent textures used by
the vertex shader.
 
 
 
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