The previous chapters explained the key concepts underlying the foundations of WebGL through the use of examples based on 2D shapes. This approach has given you a good understanding of how to deal with single color geometric shapes in WebGL. Building on these basics, you now delve a little further into WebGL by exploring the following three subjects:
• Passing other data such as color information to the vertex shader
• The conversion from a shape to fragments that takes place between the vertex shader and the fragment shader, which is known as the rasterization process
• Mapping images (or textures) onto the surfaces of a shape or object
This is the final chapter that focuses on the key functionalities ...