Vertex Shader : Computes vertices. The shader returns vertex positions. For every group of 3 vertices the vertex shader function returns, a triangle is drawn between those 3 positions.
Fragment Shader : Computes colors. When a triangle is drawn, for each pixel to be drawn the GPU calls your fragment shader. The fragment shader then returns a color.
Pipeline : It contains the vertex shader and fragment shader the GPU will run. You could also have a pipeline with a compute shader.
The shaders reference resources (buffers, textures, samplers) indirectly through Bind Groups
The pipeline defines attributes that reference buffers indirectly through the internal state
Attributes pull data out of buffers and feed the data into the vertex shader
The vertex shader may feed data into the fragment shader
The fragment shader writes to textures indirectly through the render pass description