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WebGL Beginner's Guide

You're reading from   WebGL Beginner's Guide If you're a JavaScript developer who wants to take the plunge into 3D web development, this is the perfect primer. From a basic understanding of WebGL structure to creating realistic 3D scenes, everything you need is here.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691727
Length 376 pages
Edition 1st Edition
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Table of Contents (18) Chapters Close

WebGL Beginner's Guide
Credits
About the Authors
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with WebGL FREE CHAPTER 2. Rendering Geometry 3. Lights! 4. Camera 5. Action 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques Index

Using lights, normals, and materials in the pipeline


We mentioned in Chapter 2, Rendering Geometry, that WebGL buffers, attributes, and uniforms are used as input variables to the shaders and that varyings are used to carry 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 in WebGL as a VBO and they are mapped using an attribute, as shown in the preceding diagram. Please notice that attributes are never passed to the fragment shader.

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 how the light is reflected on a vertex-by-vertex basis (vertex shader) or on a fragment-per-fragment basis (fragment shader).

Note

Remember that the vertex shader and fragment shader together...

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