VTK uses shaders to perform its OpenGL rendering. VTK supports many different options when it comes to rendering, resulting in potentially thousands of possible combinations. While we could make one giant shader that uses defines or uniforms to switch between all these possibilities it would be limiting. Instead we build up the shader using string replacements on the fly, and then cache the results for performance. When writing your own shaders you can use any approach you want. In the end they are just strings of code. For vtkOpenGLPolyDataMapper we make use of heavy string replacements. In other classes we do very little processing as the shader has far fewer options. Regardless there are a few conventions you should be aware of. For shader replacements we tend to use a form of //VTK::SomeConcept::SomeAction For example //VTK::Normal::Dec - declaration any uniforms/varying needed for normals //VTK::Normal::Impl - Implementation of shader code for handling normals All shaders should start with the following line //VTK::System::Dec Which vtkOpenGLShaderCache will replace with a #version and some other values to match the system and OpenGL Context it has. The other line you need (only in your fragment shader) is //VTK::Output::Dec which VTK uses to map shader outputs to the framebuffer. All vertex shaders should name their outputs with a postfix of VSOutput All geometry shaders should name their outputs with a postfix of GSOutput All fragment shaders should name their inputs with a postfix of VSOutput. Put another way fragment shaders should assuming their input is coming from the vertex shader. If a geometry shader is present VTK will rename the fragment shader inputs from VSOutput to GSOutput automatically. All variables that represent positions or directions usually have a suffix indicating the coordinate system they are in. The possible values are MC - Model Coordinates WC - WC world coordinates VC - View Coordinates DC - Display Coordinates NVC - NormalizeViewCoordinates