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Literature on shader programming in "pure" C++?
As I understand it, you can write any code for a video card yourself, without third-party libraries (well, that is, without downloading and other things).
I want to get this experience, because it's hard to think clearly and keep in mind the whole picture of what is happening when using OpenGL and similar libs.
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How is it without libraries? Either DirectX or OpenGL or Volcano.
If by DirectX, then Frank Luna's book "DirectX 12".
But fragments for shaders, of course, will be needed.
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