Geometryshaders
Geometry shaders are a programmable stage in the graphics pipeline that sits between vertex shaders and the rasterizer. They operate on entire primitives—points, lines, and triangles—produced by the vertex stage and can generate new geometry before rasterization.
They receive one primitive per invocation, along with per-vertex data. The shader can transform vertices, discard
Common uses include expanding points to billboards or quads, thickening lines, extruding geometry, generating silhouettes, procedural
Performance and portability are important considerations. Geometry shaders are typically more expensive than vertex or fragment
In current graphics APIs, geometry shaders are widely supported in OpenGL, Direct3D, and Vulkan, though their