If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on the screen?
This part of the OpenGL programmable pipeline is not clear to me because all the sources are not really really clear about this, they talk about fragments and pixels and I get that, but what about vertex shaders?
If you need a reference i'm reading from this right now and this online book has a couple of examples about this.