fragmentshaderperpixel
Fragment shader per-pixel, often referred to in documents as fragmentshaderperpixel, is the practice of computing shading for each fragment (the candidate pixel) using a fragment shader. In a rasterization-based pipeline, fragment shaders run for every fragment produced by the rasterizer, producing final color, depth, and other outputs.
Workflow: A vertex shader processes vertices; the rasterizer generates fragments with interpolated data such as normals
Applications: Per-pixel shading supports lighting models like Phong and Blinn-Phong, normal mapping, and texture mapping. It
Comparison to per-vertex shading: Per-pixel shading yields more accurate results and fewer interpolation artifacts than per-vertex
Languages and platforms: Fragment shaders are written in languages such as GLSL, HLSL, or Metal Shading Language
Performance considerations: The cost of fragment shader per-pixel shading scales with shader complexity, texture fetches, and