Tipos de dados GLSL
<<document the basic types, vectors, etc; see Data Type (GLSL) on the Khronos WebGL wiki>>
Variáveis de GLSL
There are three kinds of "variable" or data storage available in GLSL, each of which with its own purpose and use cases: attributes, varyings, and uniforms.
<<add how to use them>>
Varyings are variables that are declared by the vertex shader and used to pass data from the vertex shader to the fragment shader. This is commonly used to share a vertex's normal vector after it has been computed by the vertex shader.
<<how to use>>