Let's summarize what we've learned in this chapter:
- We covered a variety of advanced techniques to create more visually complex and compelling scenes.
- We learned how to apply post-processing effects by leveraging a framebuffer.
- We rendered particle effects using point sprites.
- We created the illusion of complex geometry by using normal maps.
- Finally, we rendered a scene entirely in a fragment shader using ray casting.
These advanced effects are only a glimpse into the vast landscape of effects possible with WebGL. Given the power and flexibility of shaders, the possibilities are endless!
In the next chapter, we will cover the major differences between WebGL 1 (OpenGL ES 2.0) and WebGL 2 (OpenGL ES 3.0), along with a migration plan to WebGL 2.