

One of the responsibility of OpenGL is to link data stored in buffers to shaders' Qualifiers known as Attributes and Uniforms. Whereas, shaders operate in the GPU side, i.e., the server side. The OpenGL API operates on your application side, i.e., the client side.

To understand OpenGL, think of it as operating on two fronts. Only their paradigm shift from static to programmable. Note: the responsibility for each stage did not change. Shaders responsible for the Per-Vertex Processing and Per-Fragment Processing stages are known as Vertex Shaders and Fragment Shaders, respectively. These stages are now controlled by programs known as Shaders. These two stages are no longer static but programmable. Per-Fragment Processing: responsible for providing coloring information to the pixels.Per-Vertex Processing: responsible for providing the final space transformation of a 3D model to the rendering pipeline.OpenGL solved this problem by making two stages in the OpenGL Rendering Pipeline programmable. This paradigm prevented any development in creative graphical effects. Long ago, OpenGL existed as a static, configurable API. To provide coloring information to each pixel.Ī shader is written in a special graphics language called OpenGL Shading Language (GLSL).To provide the final space transformation of a 3D model to the rendering pipeline.A shader is a small program developed by you with two purposes:
