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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Back to WebGL

It’s time to go back to our JavaScript code, but we now need to consider how to close the gap between our JavaScript code and our ESSL code. First, we need to take a look at how we create a program using our WebGL context. Please remember that we refer to both the vertex shader and fragment shader as the program. Second, we need to know how to initialize attributes and uniforms.

Let's take a look at the structure of the web apps we have developed so far:

Each application has a vertex shader and a fragment shader embedded in the web page. In addition, there is a script section where we write all of our WebGL code. Finally, we have the HTML code that defines the page components, such as titles and the location of the widgets and the canvas.

In the JavaScript code, we are calling the init function on the onload event of the web page. This is the entry point...

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