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If you want more information on working with GLSL I put together the OpenGL Shader Programming Resource Round-up back in May. When you create a SpriteBatch object in LibGDX, it automatically creates a default vertex and fragment shader for you. It’s been pretty transparent to you till this point because LibGDX mostly takes care of everything for you. In fact, every single thing rendered with OpenGL has at least a pair of shaders attached to it. GLSL standards for OpenGL Shader Language and since the move from a fixed to programmable graphics pipeline, Shader programming has become incredibly important. In this part of the LibGDX tutorial series we are going to take a look at using GLSL shaders.
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