

glsl #ifdef GL_ES // Set default precision to medium precision mediump int precision mediump float #endif uniform sampler2D texture varying vec2 v_texcoord void main() This function receives a sampler2D, the texture coordinates, and it returns the texel value. For example, with 16 frames in a texture: #ifndef _SKY_GLSL_ #define _SKY_GLSL_ #include "std / math.

Did some webcam test, my webcam is working correcly : ) Very happy about it.

These different functions do not longer exist in GLSL 3. 0 Here is a simple WebGL example that shows WebGL in its simplest form. To speed up the background code we will be using the Three. Software can launch faster because half of the compilation has already taken place 4. The signature is as follows: vec4 texture2D(sampler2D, vec2) The returned value takes into account all the texture settings as defined in the OpenGL application, for instance the filtering, mipmap, clamp, etc… Our fragment shader can then be written as: Then we call the method texture2D() which takes the Sampler2D and the UV coordinates and returns a vec4.
