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Real-Time 3D Graphics with WebGL 2 - Second Edition

You're reading from  Real-Time 3D Graphics with WebGL 2 - Second Edition

Product type Book
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Pages 500 pages
Edition 2nd Edition
Languages
Authors (2):
Farhad Ghayour Farhad Ghayour
Profile icon Farhad Ghayour
Diego Cantor Diego Cantor
Profile icon Diego Cantor
View More author details
Toc

Table of Contents (14) Chapters close

Preface 1. Getting Started 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

OpenGL ES Shading Language (ESSL)

The OpenGL ES Shading Language (ESSL) is the language we'll use to write our shaders. Its syntax and semantics are very similar to C/C++. However, it has types and built-in functions that make it easier to manipulate vectors and matrices. In this section, we will cover the basics of ESSL so that we can start using it right away.

GLSL and ESSL

It’s quite common for developers to refer to the shading language used in WebGL as GLSL. However, it is technically ESSL. WebGl2 is built on the OpenGL ES 3.0 spec and therefore uses ESSL, which is a subset of GLSL (the shading language for OpenGL).

This section summarizes the official GLSL ES specifications. You can find the complete reference at https://www.khronos.org/registry/OpenGL/specs/es/3.0/GLSL_ES_Specification_3.00.pdf.
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