What You’ll Learn in This Chapter
• Using tessellation to increase the geometric detail of your scene
• Using geometry shaders to process whole primitives
• Clipping geometry against user-specified planes
While many Vulkan programs will stick to vertex and fragment shaders, two optional pieces of functionality can be used to increase the geometric detail of the rendered images. These functions are tessellation and geometry shading. Although these concepts were briefly introduced earlier, this chapter digs deeper into the details of both tessellation and geometry shader functionality and discusses how to make effective use of these powerful sections of the geometry processing pipeline.