How do I optimize my C++ graphics shaders for better performance?
To optimize your C++ graphics shaders, consider reducing the number of texture lookups, simplifying calculations, and using lower precision types where possible.
What are some common pitfalls to avoid when writing shaders?
Common pitfalls include excessive branching, using too many uniforms, and not leveraging GPU parallelism effectively.
Can you explain the difference between vertex and fragment shaders?
Vertex shaders process vertex data and determine their position in 3D space, while fragment shaders compute the color and other attributes of pixels.
How can I debug my shaders effectively?
You can use tools like RenderDoc or NVIDIA Nsight to step through your shaders and inspect variables at runtime.
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