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10 · Uniform·Attribute·Varying and time

Week 2 / original Day 10 · Document and example provided · This is a learning sequence, not a fixed daily workload.

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Goal

Explain the data paths between JavaScript and shaders, and create changes over time.

Prerequisites

08~09, elapsed time and delta.

Key concepts and explanations

A uniform is an input shared by shader invocations in one draw; an attribute is a per-vertex input. A varying passes from vertex to fragment and is interpolated inside a triangle. GLSL3 uses the in/out syntax of the corresponding stage.

Update uniforms.uTime.value in seconds. The range of sin(uTimeuSpeed), -1~1, can be mapped with 0.5+0.5sin(...) to 0~1. Change the existing value instead of creating a new material every frame.

Skills you will develop

Exercises

  1. Define uTime and uSpeed in both JavaScript and GLSL.
  2. Change one color channel over time and compare uSpeed=0,1,3 over the same observation duration.
  3. Decide and record whether pausing/resuming stops accumulated time or uses actual clock time.

Variables to observe

uTime, uSpeed, amplitude·offset. Keep the camera and geometry fixed.

Completion criteria

Self-check questions

  1. Can the screen show different colors even if all vertices receive the same uniform?
  2. What problems occur when milliseconds and seconds are mixed?

Official references

Experiment notes — fill these in yourself

Goal

Key concepts

Changed variables and predictions

Actual results

What I learned

Remaining questions

Previous: GLSL syntax and color · Next: UV and Texture Sampling

Linked example and execution scope

Runnable source code · Workspace unit ID: 10-shader-data

Edit the linked source code in Monaco to apply it to the sandbox preview after checks. Perform the extension exercises and completion criteria yourself and record the results.

Any previously saved code is preserved. To use the new original source, first back up everything as a full JSON file, then select Restore original code. Your notes are not erased.

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