Recent posts

[WebGL] Shader Design Patterns

Now, it’s time to design a custom pattern to illustrate the shader. Since all vertex and fragment is “blind” to others, we have to script a code with different manner from the concurrent programming. Thus, the position and color of a vertex should be defined with its own attributes and the sha...

[WebGL] Vertex and Fragment

A shader program consists of vertex and fragment shaders. A vertex shader defines the geometric attributes of vertices, whereas fragment shader defines their color. In this post, I’ll address how to create the vertex and fragment shaders and how to use them.

[WebGL] Shader Program

GLSL (OpenGL Shading Language) is a programming language for simple program, Shader, that describes the color attribute of each vertex in parallel computation. Thus, all vertices do not know the status of other vertices nearby, i.e., vertices are blind to the others. But, if we use a uniform v...

[Three.js] Shader Material

A shader material is rendered with a custom shader. It requires vertex and fragment shaders which are written in GLSL (openGL Shading Language) code and depict the position of a vertex and its color, respectively. Since these codes run on the GPU using WebGL, a ShaderMaterial is rendered prope...

[Three.js] PBR (Physical-based rendering) Material

Three.js provides the material attribute for a 3D object, which determines how the object reflects light and how the object is rendered in a camera. The properties of material are composed of base color, metalness, roughness, and so on. Moreover, we can decorate the surface of a 3D object by u...