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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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Toc

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

Time for Action: Using Multi-Texturing

Let's cover an example of multi-texturing in action:

  1. Open the ch07_05_multi-texture.html file with your editor.
  2. At the top of the script block, add another texture variable:
let texture2;
  1. At the bottom of the configure function, add the code to load the second texture. We're using a class to make this process easier, so the new code is as follows:
texture2 = new Texture();
texture2.setImage('/common/images/light.png');
  1. The texture we're using is a white radial gradient that simulates a spot light:
  1. In the render function, directly below the code that binds the first texture, add the following to expose the new texture to the shader:
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture2.tex);
gl.uniform1i(program.uSampler2, 1);
  1. We need to add the new sampler uniform to the fragment shader:
  2. ...
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