difference between texture shader pixel shader

Solution


There is no such thing as a "texture shader" in the sense that it is not a part of the graphics pipeline. Rather, the pixel shader may sample textures that have been manipulated by the texture mapping units to determine pixel intensity values.

The graphics pipeline goes as follows:

primitive data + vertex data -> tessellation shader (optional) -> vertex shader -> geometry shader (optional) -> pixel shader -> rasterization

The pixel shader is responsible for generating the colour data of each pixel. It may perform this entirely algorithmically, it may interpolate a texture, or in most cases a combination of both.

Each stage of the...


There is no such thing as a "texture shader" in the sense that it is not a part of the graphics pipeline. Rather, the pixel shader may sample textures that have been manipulated by the texture mapping units to determine pixel intensity values.

The graphics pipeline goes as follows:

primitive data + vertex data -> tessellation shader (optional) -> vertex shader -> geometry shader (optional) -> pixel shader -> rasterization

The pixel shader is responsible for generating the colour data of each pixel. It may perform this entirely algorithmically, it may interpolate a texture, or in most cases a combination of both.

Each stage of the graphics pipeline passes attributes to the subsequent stages. The vertex shader generates primitive triangles which may include attributes on what texture to use, how to position that texture (u,v coordinates), what methods to use to interpolate and filter that texture (linear, bilinear, anisotropic), etc...
 
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