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Rasterization and Varying Interpolation

Rasterization determines which pixels each triangle covers and generates a fragment per covered sample, computing each fragment's inputs by interpolating the three vertices' output values with barycentric weights. Interpolation is perspective-correct by default: values are interpolated as value/w then un-divided, so textures do not warp on slanted surfaces.

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Rasterization determines which pixels each triangle covers and generates a fragment per covered sample, computing each fragment's inputs by interpolating the three vertices' output values with barycentric weights. Interpolation is perspective-correct by default: values are interpolated as value/w then un-divided, so textures do not warp on slanted surfaces.

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