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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

WebGL Rendering Pipeline

Although WebGL is often thought of as a comprehensive 3D API, it is, in reality, just a rasterization engine. It draws points, lines, and triangles based on the code you supply. Getting WebGL to do anything else requires you to provide code to use points, lines, and triangles to accomplish your task.

WebGL runs on the GPU on your computer. As such, you need to provide code that runs on that GPU. The code should be provided in the form of pairs of functions. Those two functions are known as the vertex shader and fragment shader, and they are each written in a very strictly-typed C/C++-like language called GLSL (GL Shader Language). Together, they are called a program.

GLSL

GLSL is an acronym for the official OpenGL Shading Language. GLSL is a C/C++-like, high-level programming language for several parts of the graphic card. With GLSL, you can code short...
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