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Learn Three.js

You're reading from   Learn Three.js Programming 3D animations and visualizations for the web with HTML5 and WebGL

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Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781788833288
Length 528 pages
Edition 3rd Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js FREE CHAPTER 2. The Basic Components that Make Up a Three.js Application 3. Working with Light Sources in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Points and Sprites 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Render Postprocessing 12. Adding Physics and Sounds to Your Scene 13. Other Books You May Enjoy

Creating custom postprocessing shaders

In this section, you'll learn how to create a custom shader that you can use in postprocessing. We'll create two different shaders. The first one will convert the current image to a grayscale image, and the second one will convert the image to an 8-bit image by reducing the number of colors that are available.

Creating vertex and fragment shaders is a very broad subject. In this section, we will only touch the surface of what can be done by these shaders, and how they work. For more in-depth information, you can find the WebGL specification at http://www.khronos.org/webgl/. An additional resource, full of examples, is Shadertoy, available at https://www.shadertoy.com/.

Custom grayscale shader

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