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Update shader.mdx
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ienground authored May 1, 2024
commit af7c704dfe7015759da82e4e4b11448e4768a084
6 changes: 3 additions & 3 deletions src/content/reference/ko/p5/shader.mdx
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이저 문서와 마찬가지로, 유니폼에 대한 세진님 @designerSejinOH 의견 고려하셔서 진행하시면 되겠습니다!

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Expand Up @@ -8,10 +8,10 @@ description: >
<p>셰이더는 그래픽 처리 장치(GPU)에서 실행되는 프로그램입니다. 많은 픽셀이나 정점을 동시에 처리할 수 있어 많은 그래픽 작업에서 이를 더 빠르게 처리할 수 있도록 합니다. 셰이더는 <a href="https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders" target="_blank">GLSL</a>이라고 하는 언어로 작성되고 스케치의 나머지 코드와 함께 실행됩니다. <a href="/reference/p5/p5.Shader">p5.Shader</a> 객체는 <a href="/reference/p5/createShader">createShader()</a>와 <a href="/reference/p5/loadShader">loadShader()</a> 함수를 사용하여 생성할 수 있습니다.</p>
<p>매개 변수 <code>s</code>는 적용할 <a href="/reference/p5/p5.Shader">p5.Shader</a> 객체입니다. 예를 들어, <code>shader(myShader)</code>를 호출하면 <code>myShader</code>를 적용하여 캔버스의 각 픽셀을 처리하게 합니다. 셰이더는 다음과 같은 용도로 사용됩니다.</p>
<ul>
<li>균일 <code>sampler2D</code>를 포함하는 질감이 활성화될 때 채우기</li>
<li><code>aNormal</code> 속성을 포함하거나, 다음 균일 중 하나를 갖는 빛이 활성화될 때 채우기 - <code>uUseLighting</code>, <code>uAmbientLightCount</code>, <code>uDirectionalLightCount</code>, <code>uPointLightCount</code>, <code>uAmbientColor</code>, <code>uDirectionalDiffuseColors</code>, <code>uDirectionalSpecularColors</code>, <code>uPointLightLocation</code>, <code>uPointLightDiffuseColors</code>, <code>uPointLightSpecularColors</code>, <code>uLightingDirection</code>, 또는 <code>uSpecular</code></li>
<li>유니폼 <code>sampler2D</code>를 포함하는 질감이 활성화될 때 채우기</li>
<li><code>aNormal</code> 속성을 포함하거나, 다음 유니폼 중 하나를 갖는 빛이 활성화될 때 채우기 - <code>uUseLighting</code>, <code>uAmbientLightCount</code>, <code>uDirectionalLightCount</code>, <code>uPointLightCount</code>, <code>uAmbientColor</code>, <code>uDirectionalDiffuseColors</code>, <code>uDirectionalSpecularColors</code>, <code>uPointLightLocation</code>, <code>uPointLightDiffuseColors</code>, <code>uPointLightSpecularColors</code>, <code>uLightingDirection</code>, 또는 <code>uSpecular</code></li>
<li>조명이나 질감이 없을 때마다 채우기</li>
<li>균일 <code>uStrokeWeight</code>를 포함하는 경우 테두리 그리기</li>
<li>유니폼 <code>uStrokeWeight</code>를 포함하는 경우 테두리 그리기</li>
</ul>
<p><a href="/reference/p5/p5.Shader">p5.Shader</a>의 프래그먼트와 정점 셰이더의 소스 코드는 <code>shader()</code>에 처음 전달될 때 컴파일됩니다. 셰이더 컴파일에 대해 더 많은 정보를 알고 싶다면 <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/compileShader" target="_blank">MDN</a>을 확인해 보세요.</p>
<p><a href="/reference/p5/resetShader">resetShader()</a>를 호출하면 스케치의 기본 셰이더로 복원됩니다.</p>
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