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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-fragment-shading | Fragment Shading | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Fragment Shading
매 한 줄
"매 rasterized fragment 마다 매 한 번 실행되어 final color 를 계산". 매 GPU pipeline (vertex → primitive assembly → rasterization → fragment → blending) 의 final programmable stage. 2026 시점 WebGPU + WGSL 가 WebGL2 + GLSL 의 후속, native 는 Metal MSL / HLSL SM 6.x / Vulkan SPIR-V.
매 핵심
매 input / output
- Input: interpolated vertex output (UV, normal, world pos), uniforms, textures.
- Output: 매 RGBA color (+ optional depth, MRT).
- 매 fragment ≠ pixel — 매 multi-sampling / overdraw 시 매 fragment 가 pixel 보다 많을 수 있다.
매 pipeline (rasterization)
- Vertex shader → clip space.
- Primitive assembly + clipping.
- Rasterization → 매 fragment 생성.
- Fragment shader → color.
- Depth/stencil test + blending → framebuffer.
매 cost factor
- Overdraw: 매 같은 pixel 이 여러 번 shaded.
- Texture bandwidth: 매 sample count + filter.
- ALU: 매 복잡한 BRDF, lighting loop.
- Branch divergence: warp / wave 내 분기.
매 응용
- PBR lighting (Cook-Torrance, GGX).
- Post-processing (bloom, SSAO, FXAA, TAA).
- Procedural texture / SDF.
- Compute-like (pre-WebGPU 의 GPGPU hack).
💻 패턴
GLSL — basic textured + Lambert
// fragment.glsl (WebGL2 / GLSL ES 3.00)
#version 300 es
precision highp float;
in vec2 vUV;
in vec3 vNormalW;
in vec3 vPosW;
uniform sampler2D uAlbedo;
uniform vec3 uLightDirW;
out vec4 outColor;
void main() {
vec3 albedo = texture(uAlbedo, vUV).rgb;
float ndl = max(dot(normalize(vNormalW), -normalize(uLightDirW)), 0.0);
outColor = vec4(albedo * (0.1 + 0.9 * ndl), 1.0);
}
GLSL — GGX specular (PBR)
float D_GGX(float NoH, float a) {
float a2 = a * a;
float f = (NoH * a2 - NoH) * NoH + 1.0;
return a2 / (3.14159 * f * f);
}
float V_SmithGGXCorrelated(float NoV, float NoL, float a) {
float a2 = a * a;
float gv = NoL * sqrt(NoV * NoV * (1.0 - a2) + a2);
float gl = NoV * sqrt(NoL * NoL * (1.0 - a2) + a2);
return 0.5 / (gv + gl);
}
WGSL — fragment (WebGPU 2026)
struct VsOut { @builtin(position) pos: vec4f, @location(0) uv: vec2f };
@group(0) @binding(0) var samp: sampler;
@group(0) @binding(1) var tex: texture_2d<f32>;
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4f {
return textureSample(tex, samp, in.uv);
}
GLSL — SDF circle (procedural)
float sdCircle(vec2 p, float r) { return length(p) - r; }
void main() {
vec2 uv = gl_FragCoord.xy / uResolution.xy * 2.0 - 1.0;
float d = sdCircle(uv, 0.5);
float a = smoothstep(0.0, 0.005, -d);
outColor = vec4(vec3(1.0), a);
}
Three.js custom material
import * as THREE from "three";
const mat = new THREE.ShaderMaterial({
uniforms: { uTime: { value: 0 } },
vertexShader: `varying vec2 vUv; void main() {
vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: `uniform float uTime; varying vec2 vUv;
void main() { gl_FragColor = vec4(vUv, 0.5 + 0.5*sin(uTime), 1.0); }`,
});
Discard for cutout (alpha test)
vec4 c = texture(uAlbedo, vUV);
if (c.a < 0.5) discard; // 매 early-Z 깨질 수 있음 — 매 주의
outColor = c;
Post-process (full-screen quad)
// FXAA-lite
vec3 rgbNW = texture(uTex, vUV + vec2(-1.0, -1.0)/uRes).rgb;
vec3 rgbNE = texture(uTex, vUV + vec2( 1.0, -1.0)/uRes).rgb;
vec3 rgbSW = texture(uTex, vUV + vec2(-1.0, 1.0)/uRes).rgb;
vec3 rgbSE = texture(uTex, vUV + vec2( 1.0, 1.0)/uRes).rgb;
vec3 rgbM = texture(uTex, vUV).rgb;
outColor = vec4((rgbNW + rgbNE + rgbSW + rgbSE + rgbM) / 5.0, 1.0);
매 결정 기준
| 상황 | Approach |
|---|---|
| Web 2026 | WebGPU + WGSL (Chrome/Edge/Safari 17+) |
| Web legacy | WebGL2 + GLSL ES 3.00 |
| Native Apple | Metal + MSL |
| Native cross-plat | Vulkan + SPIR-V (cross-compile from HLSL/Slang) |
| Heavy overdraw | Z-prepass / depth sort / Hi-Z |
| Branch-heavy | uniform branch 또는 per-tile compute |
기본값: 2026 신규 web project 는 WebGPU. 매 wide compatibility 필요하면 WebGL2 fallback.
🔗 Graph
- 부모: GPU Pipeline · Computer Graphics
- 변형: Vertex Shader · Compute Shader
- 응용: PBR · Post-Processing
- Adjacent: GPGPU
🤖 LLM 활용
언제: shader code review / lighting model 도출 / WebGL→WebGPU 마이그레이션. 언제 X: 매 raw rendering loop 의 micro-perf — 매 GPU profiler (Nsight, Xcode GPU) 가 우선.
❌ 안티패턴
- Texture sample in non-uniform branch: 매 derivative 깨짐 (mipmap LOD).
- discard everywhere: 매 early-Z 무력화 → fillrate 폭증.
- High precision 남용: 매 mobile 에서 highp 필요 부분만.
- CPU readback every frame: 매 GPU sync stall.
- Loop count = uniform without unroll hint: 매 driver 별 perf 변동.
🧪 검증 / 중복
- Verified (Khronos GLSL 4.60 spec, WebGPU spec 2025, Real-Time Rendering 4ed, Filament docs).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — fragment shader + WebGPU/WGSL 2026 정리 |