1. A method of rendering graphics in a computer device, comprising: determining, by a graphic processing unit (GPU), sampling rate parameter (SRP) vertex values for one or more regions of a primitive of an object based at least on an application-based source of initial SRP values or one or more tessellation factors; outputting, by the GPU, respective vertex parameters for each vertex based on determining the SRP vertex values; assembling, by the GPU, each vertex into the primitive based on the respective vertex parameters; determining, by the GPU at a rasterization stage, map coordinates based on coarse scan converting the primitive of the object, the map coordinates indicating a location on a SRP map of a fragment within the primitive of the object; identifying, by the GPU at the rasterization stage, a lookup value for the fragment within the primitive of the object based at least on the map coordinates; calculating, by the GPU at the rasterization stage, a respective fragment variable SRP value for the fragment within the primitive of the object based at least on the lookup value; and shading, by the GPU at a pixel shader stage, the fragment within the primitive of the object based on the respective fragment variable SRP value.