# programmable shader

**URL:** <https://forums.imgtec.com/t/programmable-shader/695>\
**Category:** PowerVR Insider\
**Created:** [May 12, 2010, 9:30am UTC](https://forums.imgtec.com/t/programmable-shader/695 "2010-05-12T09:30:46Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![rch](https://avatars.discourse-cdn.com/v4/letter/r/919ad9/32.png) [@rch](https://forums.imgtec.com/u/rch)\
**Post date:** [May 12, 2010, 9:30am UTC](https://forums.imgtec.com/t/programmable-shader/695/1 "2010-05-12T09:30:46Z")

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Hi!  
  
  
The openGL ES 2.0 have a programmable graphic pipeline and this is due to the shader.  
  
  
How are the shader the responsible of the programmability of&nbsp;&nbsp;&nbsp;openGL ES 2.0 graphic pipeline?  
  
  
Please help  
  
  
Great thanks!

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**Author:** ![GordonMaclachlan](https://avatars.discourse-cdn.com/v4/letter/g/c68b51/32.png) [@GordonMaclachlan](https://forums.imgtec.com/u/GordonMaclachlan)\
**Post date:** [May 12, 2010, 9:53am UTC](https://forums.imgtec.com/t/programmable-shader/695/2 "2010-05-12T09:53:39Z")

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I’m not sure I understand your question.  
  
  
  
  
  
Shaders are programs that run on the graphics core to process vertex, texture and other scene data. Under OpenGL ES 2.0 there are vertex shaders that are run per vertex and fragment shaders that are run per pixel.
