SHADERS (2001) Quiz
Exam-prep questions for the SHADERS (2001) track of the Terminal Academy. Write GLSL in a live fragment-shader sandbox: the programmable pipeline, varyings and uniforms, signed distance fields, lighting, errors.
This category currently has 40 questions in the SERVBG quiz bank. Below are a few sample questions: the full interactive quiz shuffles through the whole set with instant scoring.
Sample questions
In the graphics pipeline vertex stage, rasteriser, fragment stage, which stage is NOT programmable?
- The rasteriser
- The vertex stage
- Both programmable ends, only the driver is fixed
- Every stage became programmable in 2001
- The fragment stage
What is the one output a vertex shader is required to write?
- A texture coordinate for every sampler
- The triangle's surface normal
- gl_Position, the clip-space position of the vertex
- The depth value for the z-buffer
- gl_FragColor, the final pixel colour
What is the one value a GLSL ES 1.00 fragment shader is required to write?
- The number of raymarch steps it used
- gl_Position, a clip-space coordinate
- A varying for the next stage to read
- The vertex index it was generated from
- gl_FragColor, a colour
What makes a value a 'uniform' in a shader?
- The CPU sets it once per draw call and it is identical for every fragment in that call
- It is uniform in size, always exactly four bytes
- Each fragment computes its own copy of it
- It changes smoothly across the surface of each triangle
- The GPU picks its value at random each frame
A varying is written per what, and read per what?
- Written per fragment, read per vertex
- Written per triangle, read per triangle
- Written per draw call, read per frame
- Written per texture, read per sampler
- Written per vertex, read per fragment
Continue the SHADERS (2001) track
SHADERS (2001) trains for the Terminal Academy’s SHADERS (2001) era.
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