The rasterizer then determines the positions of each of those fragments based on where they reside on the triangle shape.
Based on these positions, it interpolates all the fragment shader's input variables.
简单的讲,就是先给vertex插值变成fragment。然后根据fragment的相对位置来插值fragment内所有in变量。
先插值位置,然后根据位置插值变量
标签:Rasterization,Opengl,fragment,positions,位置,插值 From: https://www.cnblogs.com/zhaobangliu/p/17188548.html