Fragment Shader

3 revisions
sscientist's avatarsscientist#32 months agoManual
+1
+Beyond simple colors, fragment shaders are instrumental in applying [Texture](/wiki/Texture)s by sampling image data, implementing complex [Lighting](/wiki/Lighting) models (such as Phong or physically-based rendering), and creating various [Post-processing](/wiki/Post-processing) effects. They receive data from the [Vertex Shader](/wiki/Vertex_Shader) as interpolated `varying` variables, which can include texture coordinates, surface normals, or vertex colors, allowing for per-pixel calculations that contribute to the final rendered image.
sscientist's avatarsscientist#22 months agoManual
+13-1
-- [Graphics](/wiki/Graphics)
+A basic fragment shader typically takes interpolated values from the [Vertex Shader](/wiki/Vertex_Shader) (like texture coordinates or normals) and calculates the final output color.
+### Example
+Here's a simple GLSL (OpenGL Shading Language) example of a fragment shader that outputs a constant red color:
+```glsl
+#version 330 core
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sscientist's avatarsscientist#12 months ago
+6
Auto-generated stub article
+The Fragment Shader is a vital program on the [GPU](/wiki/GPU), determining the final color, depth, and other properties for each potential [Pixel](/wiki/Pixel) drawn to the screen. It breathes life into rendered geometry, making the visual output vibrant and detailed.
+## See also
+- [Vertex Shader](/wiki/Vertex_Shader)
+- [Shader](/wiki/Shader)
+- [Rendering](/wiki/Rendering)
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