Chapter 8. Vertex Shaders

This chapter describes the OpenGL ES 3.0 programmable vertex pipeline. Figure 8-1 illustrates the entire OpenGL ES 3.0 programmable pipeline. The shaded boxes indicate the programmable stages in OpenGL ES 3.0. In this chapter, we discuss the vertex shader stage. Vertex shaders can be used to do traditional vertex-based operations such as transforming the position by a matrix, computing the lighting equation to generate a per-vertex color, and generating or transforming texture coordinates.

Image

Figure 8-1 OpenGL ES 3.0 Programmable Pipeline

The previous chapters—specifically, Chapter 5, “OpenGL ES Shading Language,” and

Get OpenGL ES 3.0 Programming Guide, Second Edition now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.