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About WebGL Shader Programming: From the Pipeline to Lit, Textured Pixels

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Master the programmable GPU pipeline as exposed by WebGL 2: write vertex and fragment shaders in GLSL ES 3.0, feed them geometry through vertex buffers, carry positions through the model-view-projection chain into clip space, and control what rasterization produces per pixel. You will finish able to sample and filter textures, render to offscreen framebuffers, reason about depth testing and blending, implement Blinn-Phong lighting with normal mapping, and diagnose the performance cost of branching, precision, and overdraw.