.TH "Shader Classes" 3 "Sat Oct 12 2013" "Version 4.0.0a" "Coin" \" -*- nroff -*- .ad l .nh .SH NAME Shader Classes \- .SS "Classes" .in +1c .ti -1c .RI "class \fBSoVertexAttributeBinding\fP" .br .RI "\fIThe \fBSoVertexAttributeBinding\fP class is a node for setting up how vertex attributes are mapped to shapes\&. \fP" .ti -1c .RI "class \fBSoVertexAttribute\fP" .br .RI "\fIA generic node for providing GL vertex attributes of various types\&. \fP" .ti -1c .RI "class \fBSoShaderObject\fP" .br .ti -1c .RI "class \fBSoShaderProgram\fP" .br .RI "\fIThe \fBSoShaderProgram\fP class is used to specify a set of vertex/geometry/fragment objects\&. \fP" .in -1c .SH "Detailed Description" .PP Coin-2\&.5 added support for Shaders\&. Shaders replace the fixed function vertex and fragment processing in OpenGL by letting the user define the processing that takes place at key points in the OpenGL pipeline\&. Vertex shaders handle the operations that occur on each vertex, while fragment shaders handle the operations that occur on each pixel\&. The \fBSoShaderProgram\fP node in Coin provides a convenient way of specifying the code for vertex and fragment shaders\&. .PP Coin-3\&.0 expanded upon the shader support by adding support for OpenGL Vertex Attributes\&. When using shaders, programmers are no longer limited to the set of attributes that OpenGL defines (glColor, glNormal, glTexCoord etc\&.) You can now define your own per-vertex data and pass them to the shaders using the \fBSoVertexAttribute\fP node\&. .SH "Author" .PP Generated automatically by Doxygen for Coin from the source code\&.