In graphics pipeline after vertex shader comes, primitive assembly-> Clipping to view frustum-> normalized device coordinates -> viewport transformation.
Now in vertex shader we multiply object cordinates by modelview and projection matrix. " The Projection Matrix transforms the vertices in view coordinates into the canonical view volume (a cube of sides 2 2 2, centered at the origin, and aligned with the 3 coordinate axes). Typically, this will be either by an orthographic projection or a perspective projection. This transform includes multiplication by the projection transformation matrix followed by a normalization of each vertex, calculated by dividing each vertex by its own w coordinate. "
Now, if this is done in vertex shader only why it comes after the vertex shader part in pipeline shouldn't it just be a part of vertex shader.? If not what is the output of projection matrix multiplied by vertex coordinates?