Summary

We have learned about all the tools that we need to start reading about specific shaders. Although, this chapter contains plenty of new definitions and concepts, it contains the minimum (but solid) base to start developing shaders.

We learned about language grammar, key C-GLSL differences, basic language structures, shaders' native vectorial types and operations, and shaders' inputs and outputs. Now, in the next chapter, we will face our first true challenge: vertex shaders.

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