What are the differences between vertex and fragment shaders in C++?
Vertex shaders process vertex data and determine their position in 3D space, while fragment shaders handle pixel data and color.
Can you explain how geometry shaders fit into this?
Geometry shaders can generate new geometry from existing vertices, allowing for more complex shapes and effects.
What about compute shaders? How do they differ?
Compute shaders are used for general-purpose computing tasks, not limited to graphics, allowing for parallel processing.
Are there performance differences between these shaders?
Yes, performance can vary based on the complexity of the shader and the hardware capabilities, with fragment shaders often being more demanding.
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