vertexprogramming
Vertex programming refers to writing programs that run on graphics processing units at the vertex processing stage of the graphics pipeline. These programs, typically implemented as vertex shaders, compute per-vertex attributes such as transformed positions, normals, and texture coordinates, and pass data to subsequent pipeline stages.
Historically, fixed-function vertex processing dominated early GPUs, but in the 1990s and 2000s programmable shading allowed
In a typical vertex program, input attributes include vertex position, normal, tangent, texture coordinates, and skinning
In modern graphics APIs, vertex programming remains a core part of the shader pipeline, though compute shaders