Final answer:
After being processed by the vertex shader, gl_position and other varying attributes undergo transformations and calculations to determine their final values. The vertex shader is responsible for transforming the 3D coordinates of vertices into 2D screen coordinates, using transformations such as translations, rotations, and scaling.
Step-by-step explanation:
After being processed by the vertex shader, the gl_position and other varying attributes undergo transformations and calculations to determine their final values. The vertex shader is responsible for transforming the 3D coordinates of vertices into 2D screen coordinates, using transformations such as translations, rotations, and scaling.
The gl_position attribute represents the final position of the vertex in clip space, which is a coordinate system that is then transformed into screen space by subsequent stages of the graphics pipeline. If multiple vertices share the same position, they will have the same gl_position value after being processed by the vertex shader.
Other varying attributes, such as color or texture coordinates, are interpolated between vertices by the vertex shader. This means that their values are calculated based on the values of the vertices they belong to, allowing for smooth shading or texture mapping across the surface of a primitive.