In vertex transformation, the vertices are transformed to their final clip space position in the vertex shader. The various major stages of vertex transformation are :
* Getting to the eye coordinates- the vertex provided to the GL is considered to be in the object space.
* Getting to clip coordinate- when the vertex is transformed by the projection matrix, then we get the clip matrix.
* Getting to normalized device coordinates- when each component is multiplied by 1/w, then we get the normalized device coordinates. It is mainly inside the clipping planes.
* Getting to window space- this is the final stage of the transformation pipeline. Everything out of the range is clipped away.