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Nitpick: this is software rendering. This is how we did before any kind of 3D api existed. Both GL/D3D/etc were without shaders to begin with. I still maintain a fixed pipeline (no explicit vertex or fragment shaders) 3D app with DirectX.

One can argue that the fixed pipeline of D3D is using a kind of implicit shader, but it's not the kind of shader we usually mean when we talk about vertex and fragment shaders today.



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