varyings
Varyings are a concept in shader programming used to pass data from the vertex shader to the fragment shader in a graphics pipeline. They represent per-vertex information that is intended to be interpolated across the primitive during rasterization, so that each fragment can receive a suitable value.
In older versions of GLSL, varyings were declared with the varying qualifier in both the vertex and
Interpolation is the key feature of varyings. As rasterization converts vertices into fragments, the GPU computes
Varyings require consistent declarations across shader stages: the vertex stage outputs a varying, and the fragment