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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

Using Lights, Normals, and Materials in the Pipeline

In Chapter 2, Rendering, we discussed that WebGL buffers, attributes, and uniforms are used as input variables to the shaders, and that varyings are used to pass information between the vertex shader and the fragment shader. Let's revisit the pipeline and see where lights, normals, and materials fit in:

Normals are defined on a vertex-per-vertex basis; therefore, normals are modeled as a VBO and are mapped using an attribute, as shown in the preceding diagram. Note that attributes cannot be directly passed to the fragment shader. To pass information from the vertex shader to the fragment shader, we must use varyings.

Lights and materials are passed as uniforms. Uniforms are available to both the vertex shader and the fragment shader. This gives us a lot of flexibility to calculate our lighting model, because we can calculate...

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