Fragment shaders are perhaps over over-represented due to old WebGL style and easiness of integration, full screen quad + a shader is quite self contained setup.
Compute shaders are much more interesting and widely used in modern graphics though. No fixed rasterizing setup needed, just buffers for data in/out and a kernel with access to the usual GPU syncing primitives in between.
Compute shaders are much more interesting and widely used in modern graphics though. No fixed rasterizing setup needed, just buffers for data in/out and a kernel with access to the usual GPU syncing primitives in between.