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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

Using Textures in a Shader

Texture coordinates are exposed to the shader code in the same way that they are with any other vertex attribute. We'll want to include a two-element vector attribute in our vertex shader that will map to our texture coordinates:

in 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 set them to the value that we want them to be in the shader, such as a light color. Samplers work a bit differently. The following code 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...
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