Technical requirements
For this chapter, you will need the OpenGL code from Chapter 2 and the Vulkan code from Chapter 3.
We will start with an overview of the shaders themselves: what they are and how they are used.
For this chapter, you will need the OpenGL code from Chapter 2 and the Vulkan code from Chapter 3.
We will start with an overview of the shaders themselves: what they are and how they are used.