The New Pipeline
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- Vertex Shading
- For each vertex that is issued a vertex shader will be called
- Simple shaders might just pass the vertex along.
- more complex shaders will perform vertex transformations
- And may even do some color assignment.
- They say that applications may have several vertex shaders
- But only one can be active at a time.
- Did it bother you that there was no looping in the vertex shader?
- Fragment Shaders
- This is where final color is established
- Before, we looked at fragment shaders and the lighting model.
- Textures may be applied at this stage
- Fragments may be thrown away as well.
- There are two other shaders we will probably not mess with
- Tessellation shaders
- Immediately follow the vertex shader
- Can change the way an object is tessellated (Level Of Detail)
- Geometry Shaders
- Immediately follow the tessellation shaders
- Allow the changing of geometric primitives.
- Other Pipeline stages.
- Primitive Assembly
- Clipping
- Rasterization
- Final Assembly (or per-fragment operations)