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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 textures in a shader


Texture coordinates are exposed to the shader code in the same way that we have any other vertex attribute; no surprises here. We'll want to include a two-element vector attribute in our vertex shader that will map to our texture coordinates:

attribute vec2 aVertexTextureCoords;

Additionally, we will also want to add a new uniform to the fragment shader that uses a type we haven't seen before: sampler2D. The sampler2D uniform is what allows us to access the texture data in the shader.

uniform sampler2D uSampler;

In the past, when we've used uniforms, we have always set them to the value that we want them to be in the shader, such as a light color. Samplers work a little differently, however. The following shows how to associate a texture with a specific sampler uniform:

gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(Program.uSampler, 0);

So what's going on here? First off, we are changing the active texture index with gl.activeTexture...

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