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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

More on lights: positional lights


Before we finish the chapter, let's revisit the topic of lights. So far we have assumed that our light source is infinitely far away from the scene. This assumption allows us to model the light rays as being parallel to each other. An example of this is sunlight. These lights are called directional lights; now we are going to consider the case where the light source is relatively close to the object that it is going to illuminate. Think, for example, of a lamp desk illuminating the document you are reading. These lights are called positional lights.

As we experienced before, when working with directional lights, only one variable is required. This is the light direction that we have represented in the uniform uLightDirection.

Contrastingly, when working with positional lights, we need to know the location of the light. We can represent it using a uniform that we will name uLightPosition. As when using positional lights, the light rays are not parallel to each...

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