The vertex shader is invoked once per vertex. Its main job is to process the data associated with the vertex, and pass it (and possibly other information) along to the next stage of the pipeline. In order to give our vertex shader something to work with, we must have some way of providing (per-vertex) input to the shader. Typically, this includes the vertex position, normal vector, and texture coordinates (among other things). In earlier versions of OpenGL (prior to 3.0), each piece of vertex information had a specific channel in the pipeline. It was provided to the shaders using functions such as glVertex, glTexCoord, and glNormal (or within client vertex arrays using glVertexPointer, glTexCoordPointer, or glNormalPointer). The shader would then access these values via...
Germany
Slovakia
Canada
Brazil
Singapore
Hungary
Philippines
Mexico
Thailand
Ukraine
Luxembourg
Estonia
Lithuania
Norway
Chile
United States
Great Britain
India
Spain
South Korea
Ecuador
Colombia
Taiwan
Switzerland
Indonesia
Cyprus
Denmark
Finland
Poland
Malta
Czechia
New Zealand
Austria
Turkey
France
Sweden
Italy
Egypt
Belgium
Portugal
Slovenia
Ireland
Romania
Greece
Argentina
Malaysia
South Africa
Netherlands
Bulgaria
Latvia
Australia
Japan
Russia