Here we will see a simplified version of WebGL's rendering pipeline. In subsequent chapters, we will discuss the pipeline in more detail.
Let's take a moment to describe every element separately.
VBOs contain the data that WebGL requires to describe the geometry that is going to be rendered. As mentioned in the introduction, vertex coordinates are usually stored and processed in WebGL as VBOs. Additionally, there are several data elements such as vertex normals, colors, and texture coordinates, among others, that can be modeled as VBOs.
The vertex shader is called on ...