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written by Martijn Benjamin (appeltje-c)
Vertex and fragment shaders are part of the graphics pipeline used in GPU programming (particularly in OpenGL, DirectX, and Vulkan) to render 3D scenes on a screen. These shaders are small programs that run on the GPU to handle specific stages of rendering, transforming 3D models into pixels on a 2D screen. Here's a breakdown of how they work:
1. Vertex Shaderβ
The vertex shader processes each vertex in a 3D model. A vertex is a point in 3D space with attributes such as position, color, and texture coordinates.
What the Vertex Shader Does:β
- Transforms vertices: Takes vertex data (usually in 3D space) and transforms it into a different coordinate system (like 2D screen coordinates) using transformation matrices (like the model-view-projection matrix).
- Lighting calculations: Basic lighting computations can be done at the vertex level, such as calculating light direction, diffuse/specular components, etc.
- Outputs data for further stages: It outputs the transformed vertex position and other attributes (color, texture coordinates, normals, etc.) to the next stage in the pipeline.
Example Workflow:β
- A vertex is defined with attributes such as position, normal, color, and texture coordinates.
- The vertex shader applies transformations (e.g., rotation, scaling, and projection).
- The vertex shader outputs the final position of the vertex in clip space, along with other attributes like interpolated color and texture coordinates.
Example GLSL Vertex Shader:β
#version 330 core
layout(location = 0) in vec3 aPos; // Vertex position
layout(location = 1) in vec3 aColor; // Vertex color
out vec3 vColor; // Output to the next stage (fragment shader)
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
// Transform the vertex position
gl_Position = projection * view * model * vec4(aPos, 1.0);
// Pass the color to the next stage
vColor = aColor;
}
- Input: Vertex data (position, color, etc.).
- Output: Transformed vertex position and interpolated attributes like color and texture coordinates.
2. Fragment Shaderβ
The fragment shader (also called a pixel shader) operates on fragments (essentially potential pixels), determining the final color of each pixel in the 2D image being rendered.
What the Fragment Shader Does:β
- Coloring and Texturing: It computes the color of a pixel based on inputs from the vertex shader, like interpolated color, lighting, and texture data.
- Lighting: Per-pixel lighting can be calculated for more accurate and realistic rendering (e.g., diffuse and specular lighting).
- Outputs pixel color: The fragment shader outputs the final color that will be drawn on the screen at a specific pixel location.
Example Workflow:β
- Interpolated data from the vertex shader (like position, color, and texture coordinates) is passed to the fragment shader for each pixel.
- The fragment shader calculates the color of the pixel using various techniques, including texturing, lighting, or procedural shading.
- The fragment shader outputs the final color for each pixel on the screen.
Example GLSL Fragment Shader:β
#version 330 core
in vec3 vColor; // Input from vertex shader
out vec4 FragColor; // Output final color
void main()
{
// Set the fragment's color
FragColor = vec4(vColor, 1.0); // Set final pixel color
}
- Input: Data like interpolated color and texture coordinates from the vertex shader.
- Output: Final color of each pixel.
How Vertex and Fragment Shaders Work Togetherβ
-
Model Definition: A 3D model is defined with a set of vertices (points in space).
-
Vertex Shader Stage:
- The vertex shader runs once for each vertex.
- It processes the vertexβs position and applies transformations, such as model, view, and projection transformations.
- It sends transformed vertex positions and other attributes (like color or texture coordinates) to the rasterizer stage.
-
Rasterization:
- The rasterizer converts the transformed 3D triangles into a set of 2D fragments (potential pixels) on the screen.
- It interpolates the attributes passed from the vertex shader (e.g., color and texture coordinates) across each triangle.
-
Fragment Shader Stage:
- The fragment shader runs for each fragment generated by the rasterizer.
- It computes the final color of the pixel, possibly using interpolated data (like color, lighting, or texture data).
- This color is then written to the framebuffer (the final image).
Visual Representation:β
- Vertex Shader: Handles per-vertex calculations like position and basic lighting.
- Rasterizer: Converts the triangle formed by the vertices into pixels.
- Fragment Shader: Handles per-pixel calculations like coloring and detailed lighting.
Key Differences:β
Vertex Shader | Fragment Shader |
---|---|
Processes vertices (points in 3D space). | Processes fragments (potential pixels). |
Handles transformations, like position and lighting. | Handles coloring, texturing, and pixel-specific effects. |
Runs once per vertex. | Runs once per pixel/fragment. |
Outputs vertex position and attributes. | Outputs final pixel color. |
Example Use Cases:β
- Vertex Shader: Used to transform a 3D model's vertices into screen space for rendering.
- Fragment Shader: Used to apply lighting, shading, and texturing to determine the color of each pixel.
Summary:β
- Vertex Shaders: Focus on manipulating vertex positions and attributes.
- Fragment Shaders: Focus on determining the final pixel color by applying textures, lighting, or shading techniques.
These shaders work in tandem to render 3D scenes efficiently on the GPU.