ins and outs 2 Each shader can specify inputs and outputs using those keywords and wherever an output variable matches with an input variable of the next shader stage they're passed along. The vertex and fragment shader differ a bit though
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Components of a vector can be accessed via vec.xwhere x is the first component of the vector. You can use .x, .y, .z and .w to access their first, second, third and fourth component respectively. GLSL also allows you to use rgba for colors or stpq for texture coordinates, accessing the same components.