WebGLShader
Baseline Widely available
This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.
The WebGLShader is part of the WebGL API and can either be a vertex or a fragment shader. A WebGLProgram
requires both types of shaders.
Description
To create a WebGLShader use WebGLRenderingContext.createShader
, then hook up the GLSL source code using WebGLRenderingContext.shaderSource()
, and finally invoke WebGLRenderingContext.compileShader()
to finish and compile the shader. At this point the WebGLShader is still not in a usable form and must still be attached to a WebGLProgram
.
function createShader(gl, sourceCode, type) {
// Compiles either a shader of type gl.VERTEX_SHADER or gl.FRAGMENT_SHADER
const shader = gl.createShader(type);
gl.shaderSource(shader, sourceCode);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const info = gl.getShaderInfoLog(shader);
throw `Could not compile WebGL program. \n\n${info}`;
}
return shader;
}
See WebGLProgram
for information on attaching the shaders.
Examples
Creating a vertex shader
Note that there are many other strategies for writing and accessing shader source code strings. These example are for illustration purposes only.
const vertexShaderSource =
"attribute vec4 position;\n" +
"void main() {\n" +
" gl_Position = position;\n" +
"}\n";
//Use the createShader function from the example above
const vertexShader = createShader(gl, vertexShaderSource, gl.VERTEX_SHADER);
Creating a fragment shader
const fragmentShaderSource =
"void main() {\n" + " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" + "}\n";
//Use the createShader function from the example above
const fragmentShader = createShader(
gl,
fragmentShaderSource,
gl.FRAGMENT_SHADER,
);
Specifications
Specification |
---|
WebGL Specification # 5.8 |
Browser compatibility
BCD tables only load in the browser
See also
WebGLProgram
WebGLRenderingContext.attachShader()
WebGLRenderingContext.bindAttribLocation()
WebGLRenderingContext.compileShader()
WebGLRenderingContext.createProgram()
WebGLRenderingContext.createShader()
WebGLRenderingContext.deleteProgram()
WebGLRenderingContext.deleteShader()
WebGLRenderingContext.detachShader()
WebGLRenderingContext.getAttachedShaders()
WebGLRenderingContext.getProgramParameter()
WebGLRenderingContext.getProgramInfoLog()
WebGLRenderingContext.getShaderParameter()
WebGLRenderingContext.getShaderPrecisionFormat()
WebGLRenderingContext.getShaderInfoLog()
WebGLRenderingContext.getShaderSource()
WebGLRenderingContext.isProgram()
WebGLRenderingContext.isShader()
WebGLRenderingContext.linkProgram()
WebGLRenderingContext.shaderSource()
WebGLRenderingContext.useProgram()
WebGLRenderingContext.validateProgram()