This chapter covers shaders, which are a high-performance way of altering and generating 3D object data, including the position and coloring of vertices and surface fragments.
The shading constructs used in ThMAD 1.0 are based on an OpenGL version prior to 4.x. Quite a few of the functions and constructs used by ThMAD have now been marked as deprecated, which means they are subject to being removed in later versions. A future version of ThMAD will include an upgrade of both the OpenGL version and the way shading gets addressed. For now, you will have to go with this older version of shading. ...