How many times vertex-shader , geometry-shader and fragment-shader separately are called to draw one frame?
In order to draw one frame , or to say given an array of vertices , while this array being transmitting and passing through stages of a shading program , is there a strict correspondence between previous and next stages ?
Passing complex structure to Fragment Shader
I am generating some geometries, in this case the Mandelbrot Fractal. It is calculated entirely in the fragment shader. And there is a structure MandelbrotBase
, containing different settings, like window size, position, zoom etc. Right now it is only part of Fragment Shader.