Summary

In this chapter we learned how vertex shaders must be made and how to manage inputs and outputs. We also touched upon and understood a very important topic—the interpolators. Interpolators will be the basic mechanism of all our future shaders.

I also introduced some basic lighting concepts that, in the end, produced a per-vertex lit object. In the next chapter we will improve our lighting techniques, from per-fragment lighting to normal mapping. We will also see some other interesting imaging shaders.

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