Generally, having a vertex shader output with an attribute which has no acceptable counterpart within the pixel shader enter… how this one is dealt with at rasterization stage? Is it interpolated (or no less than absolutely processed) first and thrown away later when computed information is forwarded to the pixel shader (1) or is it ignored immediately by the rasterizer due to its consciousness to the pixel shader enter information format (2)?
If (1), is there a strategy to keep away from this waste of computing energy with out duplicating vertex shaders and adjusting their outputs just a little bit?
Could not discover any express info on this subject. Thanks upfront!
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