So, I've been trying to get shadowing and lighting to work in OpenTK for a bit, specifically using VSM. As I started to learn more and more about GLSL I found tutorials on lots of things:
Per-Pixel Lighting with GLSL
Texturing with GLSL
Materials with GLSL
My question is - OpenGL has Lighting, Texturing, and Materials all built into its core framework. Why would you want to do the same thing in a shader? Is it faster in a shader?
And I've read that Per-Pixel lighting in OpenGL is bad performance-wise, but what if you did per-Pixel lighting via a shader, would that improve performance?