Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

By : Farhad Ghayour, Diego Cantor
5 (1)
Book Image

Real-Time 3D Graphics with WebGL 2 - Second Edition

5 (1)
By: Farhad Ghayour, Diego Cantor

Overview of this book

As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. Each chapter starts with a summary of the learning goals for the chapter, followed by a detailed description of each topic. The book offers example-rich, up-to-date introductions to a wide range of essential 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript.
Table of Contents (14 chapters)

Time for Action: Post-Process Effects

Let's see a few post-processing effects in action:

  1. Open the ch10_01_post-process.html file in your browser, like so:
  1. The controls dropdown allows you to switch between different sample effects. Try them out to get a feel for the effects they have on the scene. We've already looked at grayscale, so let's examine the rest of the filters individually.
  2. The invert effect, similar to grayscale in that it only modifies the color output, inverts each color channel:
#version 300 es
precision mediump float;

uniform sampler2D uSampler;

in vec2 vTextureCoords;

out vec4 fragColor;

void main(void) {
vec4 frameColor = texture(uSampler, vTextureCoords);
fragColor = vec4(vec3(1.0) - frameColor.rgb, frameColor.a);
}
  1. The wavy effect manipulates the texture coordinates to make the scene swirl and sway. In this effect, we also provide the current...