-A **shader** is a small program executed on a [GPU](/wiki/GPU) during the rendering process. It dictates how light interacts with surfaces, determining the color, texture, and final appearance of pixels, crucial for modern [Computer Graphics](/wiki/Computer_Graphics).
-Shaders come in various **kinds**, each specialized for a different stage of the [Rendering Pipeline](/wiki/Rendering_Pipeline). Common types include [Vertex Shaders](/wiki/Vertex_Shader), which process vertex data; [Fragment Shaders](/wiki/Fragment_Shader) (also known as pixel shaders), which determine the final color of individual pixels; [Geometry Shaders](/wiki/Geometry_Shader), which can modify primitive geometry; and [Compute Shaders](/wiki/Compute_Shader), used for general-purpose parallel computation.
-- [Vertex Shader](/wiki/Vertex_Shader)
-- [Fragment Shader](/wiki/Fragment_Shader)
+A **shader** is a small program executed on a [GPU](/wiki/GPU) during the rendering process. It dictates how light interacts with surfaces, determining the color, texture, and final appearance of pixels, crucial for modern [Computer Graphics](/wiki/Computer_Graphics). Shaders provide immense flexibility, allowing artists and developers to create a vast range of visual effects.
+Historically, [Graphics Hardware](/wiki/Graphics_Hardware) used a [Fixed-Function Pipeline](/wiki/Fixed-Function_Pipeline), where rendering operations were hardcoded. The advent of programmable shaders revolutionized [Real-time Graphics](/wiki/Real-time_Graphics) by allowing developers to define custom algorithms for lighting, shading, and visual effects, leading to more realistic and diverse scenes.
+## Types of Shaders
+Shaders come in various **kinds**, each specialized for a different stage of the [Rendering Pipeline](/wiki/Rendering_Pipeline):
+- **[Vertex Shaders](/wiki/Vertex_Shader):** Process individual [Vertex](/wiki/Vertex) data, transforming their positions in 3D space, and calculating attributes like normals or texture coordinates.
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