July 2015
Intermediate to advanced
912 pages
25h 5m
English
What You’ll Learn in This Chapter
• How data is passed into fragment shaders, how to control the way the data is sent there, and what to do with it once the data gets there.
• How to create your own framebuffers and control the format of the data that they store.
• How to produce more than one output from a single fragment shader.
• How to get data out of your framebuffer and into textures, buffers, and your application’s memory.
This chapter is all about the back end—everything that happens after rasterization. Here we will take an in-depth look at some of the interesting things you can do with a fragment shader, and we consider what happens to your data once it leaves the fragment shader and ...
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