5.7 - Example 3: One Color per Vertex¶
This example will help you understand varying
variables in shader
programs. We would like to have the color of the pixels inside a triangle
change across the face of a triangle. This allows all kinds of special
effects, such as gradient colors and lighting effects.
To demonstrate how varying
variables work, we can keep the
previous shader programs and just change our data. We will assign a
different color to each vertex of a triangle.
The Model¶
A Triangle3
object will contain 3 vertices and 3 colors. A new
version of our 3D model is shown in the following example.
A simple, 3D model where each vertex has a different color.
Animate
The Shader Programs¶
Our shader programs remain unchanged from the previous example, but they are displayed below so that we can discuss them again.
A simple, 3D model where each vertex has a different color.
Animate
The previous explanations of vertex shaders said that a vertex shader‘s job was
to position a vertex and set the gl_Position
output
variable for that vertex. This is true, but it is only half the story. A vertex shader also
prepares and passes data about the vertex to the fragment shader.
Remember, a fragment is a collection of data related to an individual pixel.
Well, any varying
variable declared in a
vertex shader will be passed to the fragment shader for that individual
vertex. If we declared and calculated six varying
variables in a
vertex shader, all six values will be passed on to the fragment shader.
Varying
variables can be thought of as parameters to the fragment shader
for that individual vertex.
Why are they call them varying
variables? It is because they automatically
change their value as they are applied to individual pixels on a triangle.
Technically the values are linearly interpolated. The term interpolated
means that given a starting and ending value, the values in-between are gradually
changed to morph from the starting value into the ending value. For example, starting
with 10 and ending in 22, with 3 intermediate values, an interpolation would
produce 13, 16, and 19. The term linearly interpolated means that the difference
between any two sequential values is the same.
The linear interpolation of varying
variables happens automatically.
You have no control over the interpolation and you can’t stop the interpolation.
If you have a value that you want to remain constant over all the pixels in
a triangle, you must still declare it as a varying
variable, but you can
set the starting and ending values to be the same and the interpolation will
calculate a value that doesn’t change. For example, interpolating from 10 to 10
will calculate 10 for every value in-between.
The Buffer Object(s)¶
The data in the buffer object for the vertex colors changes for this example.
Study the code in the simple_model_render_03.js
file
in the following example.
A simple, 3D model where each vertex has a different color.
Animate
Access to Shader Variables¶
The shader program did not change, so there is not changes to getting the shader variable locations.
Linking a Buffer Object to an Attribute Variable¶
Linking to the buffer objects remained unchanged.
Rendering¶
The rendering of the model remained unchanged. The rendering function in the example above in lines 172-193.
Summary¶
The colors of fragments that compose a point, line or triangle are assigned colors using interpolated values. The values calculated at the vertices are the starting and ending values used for the interpolation.