This is a demonstration of a vertex shader in DirectX. The vertex shader is a crucial part of the rendering pipeline, responsible for transforming the vertices of a 3D model.
The vertex shader's primary goal is to gather vertex data (position, color, texture coordinates) from each vertex and determine how to modify that data to generate the next frame.
It operates on a single vertex and its immediate neighbors (up, down, left, right).
The vertex shader is often stateless, meaning that it doesn't store intermediate data. It transforms each vertex independently.
The shader's output is typically used to control the next frame's rendering, including drawing the vertex geometry, textures, and lighting.
This shader is a simplified example, and real-world implementations can be considerably more complex.