> The shader is not a program, better call it a filter, it takes some
> input (vertex, fragment) and modifies it. I suppose that these are the
> data inputs:

I'm not sure how you're making the distinction, but shaders now have
looping and branching, so they're pretty much full programs.  Various
groups are now doing physics, numerical analysis, and collision
detection entirely on the GPU, so the processor has to be pretty
generic.
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