What You’ll Learn in This Chapter
• How data is passed into fragment shaders, how to control the way it’s sent there, and what to do with it once it gets there
• How to create your own framebuffers and control the format of data that they store
• How to produce more than just one output from a single fragment shader
• How to get data out of your framebuffer and into textures, buffers, and your application’s memory
This chapter is all about the back end — everything that happens after rasterization. We will take an in-depth look at some of the interesting things you can do with a fragment shader, what happens to your data once it leaves the fragment shader, and how to get it back into your application. ...