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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 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

Lights

In the previous chapter, we covered WebGL's rendering pipeline, defining geometries, passing data to the GPU, drawing types, and leveraging AJAX to asynchronously load external assets. Although we briefly covered shaders and their role in creating a WebGL application, we will go into more detail in this chapter and leverage the vertex and fragment shaders to create a lighting model for our scene.

Shaders allow us to define a mathematical model that governs how our scene is lit. To learn how to implement shaders, we will study different algorithms and see examples of their application. A basic knowledge of linear algebra will be really useful to help you understand the contents of this chapter. We will use a JavaScript library that handles most of the vector and matrix operations, so you do not need to worry about the mathematical operations. Nonetheless, your overall...

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