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

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

by Farhad Ghayour, Diego Cantor
October 2018
Intermediate to advanced
500 pages
12h 40m
English
Packt Publishing
Content preview from Real-Time 3D Graphics with WebGL 2 - Second Edition

Working with Matrices in ESSL

Let's revisit the Phong vertex shader, which was introduced in Chapter 3, Lights. Please remember that matrices are defined as uniform mat4.

In this shader, we have defined three matrices:

  • uModelViewMatrix: The Model-View matrix
  • uProjectionMatrix: The Projection matrix
  • uNormalMatrix: The Normal matrix
#version 300 esprecision mediump float;uniform mat4 uModelViewMatrix;uniform mat4 uProjectionMatrix;uniform mat4 uNormalMatrix;in vec3 aVertexPosition;in vec3 aVertexNormal;out vec3 vVertexNormal;out vec3 vEyeVector;void main(void) {  // Transformed vertex position  vec4 vertex = uModelViewMatrix * vec4(aVertexPosition, 1.0);  // Transformed normal position  vVertexNormal = vec3(uNormalMatrix * vec4(aVertexNormal ...
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Publisher Resources

ISBN: 9781788629690Supplemental Content