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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

Time for Action: Adding a White Light to a Scene

Let's cover an example of how we'd add a new light to our scene:

  1. Open the ch06_04_wall-light-arrays.html file in your browser. This scene looks exactly like ch06_03_wall-final.html; however, the code is far less complex since we are now using uniform arrays. Let's see how using uniform arrays changes our code.
  2. Open the ch06_04_wall-light-arrays.html file in your code editor. Let's take a look at the vertex shader. Note the use of the constant integer expression const int, numLights = 3;, to declare the number of lights that the shader will handle.
  1. There, you can also see that a uniform array is being used to operate on light positions. Note that we are using a varying array to pass the light rays (for each light) to the fragment shader:
for(int i = 0; i < numLights; i++) {
vec4 lightPosition = uModelViewMatrix...
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