webgl extension
WEBGL_draw_buffers extension
The WEBGL_draw_buffers extension is part of the WebGL API and enables a fragment shader to write to several textures, which is useful for deferred shading, for example.
WebGL extensions are available using the getExtension() method. For more information, see also Using Extensions in the WebGL tutorial.
[!NOTE] This extension is only available to
WebGL1contexts. InWebGL2, the functionality of this extension is available on the WebGL2 context by default. In WebGL 2, the constants are available without the “WEBGL” suffix and the new GLSL built-ins require GLSL#version 300 es.
Constants
This extension exposes new constants, which can be used in the gl.framebufferRenderbuffer(), gl.framebufferTexture2D(), gl.getFramebufferAttachmentParameter() ext.drawBuffersWEBGL(), and gl.getParameter() methods.
ext.COLOR_ATTACHMENT0_WEBGL,ext.COLOR_ATTACHMENT1_WEBGL,ext.COLOR_ATTACHMENT2_WEBGL,ext.COLOR_ATTACHMENT3_WEBGL,ext.COLOR_ATTACHMENT4_WEBGL,ext.COLOR_ATTACHMENT5_WEBGL,ext.COLOR_ATTACHMENT6_WEBGL,ext.COLOR_ATTACHMENT7_WEBGL,ext.COLOR_ATTACHMENT8_WEBGL,ext.COLOR_ATTACHMENT9_WEBGL,ext.COLOR_ATTACHMENT10_WEBGL,ext.COLOR_ATTACHMENT11_WEBGL,ext.COLOR_ATTACHMENT12_WEBGL,ext.COLOR_ATTACHMENT13_WEBGL,ext.COLOR_ATTACHMENT14_WEBGL,ext.COLOR_ATTACHMENT15_WEBGL- : A
GLenumspecifying a color buffer.
- : A
ext.DRAW_BUFFER0_WEBGL,ext.DRAW_BUFFER1_WEBGL,ext.DRAW_BUFFER2_WEBGL,ext.DRAW_BUFFER3_WEBGL,ext.DRAW_BUFFER4_WEBGL,ext.DRAW_BUFFER5_WEBGL,ext.DRAW_BUFFER6_WEBGL,ext.DRAW_BUFFER7_WEBGL,ext.DRAW_BUFFER8_WEBGL ext.DRAW_BUFFER9_WEBGL,ext.DRAW_BUFFER10_WEBGL,ext.DRAW_BUFFER11_WEBGL,ext.DRAW_BUFFER12_WEBGL,ext.DRAW_BUFFER13_WEBGL,ext.DRAW_BUFFER14_WEBGL,ext.DRAW_BUFFER15_WEBGL- : A
GLenumreturning a draw buffer.
- : A
ext.MAX_COLOR_ATTACHMENTS_WEBGL- : A
GLintindicating the maximum number of framebuffer color attachment points.
- : A
ext.MAX_DRAW_BUFFERS_WEBGL- : A
GLintindicating the maximum number of draw buffers.
- : A
Instance methods
This extension exposes one new method.
ext.drawBuffersWEBGL()- : Defines the draw buffers to which all fragment colors are written. (When using
WebGL2, this method is available asgl.drawBuffers()by default).
- : Defines the draw buffers to which all fragment colors are written. (When using
Examples
Enabling the extension:
const ext = gl.getExtension("WEBGL_draw_buffers");
Binding multiple textures (to a tx[] array) to different framebuffer color attachments:
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT0_WEBGL,
gl.TEXTURE_2D,
tx[0],
0,
);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT1_WEBGL,
gl.TEXTURE_2D,
tx[1],
0,
);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT2_WEBGL,
gl.TEXTURE_2D,
tx[2],
0,
);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT3_WEBGL,
gl.TEXTURE_2D,
tx[3],
0,
);
Mapping the color attachments to draw buffer slots that the fragment shader will write to using gl_FragData:
ext.drawBuffersWEBGL([
ext.COLOR_ATTACHMENT0_WEBGL, // gl_FragData[0]
ext.COLOR_ATTACHMENT1_WEBGL, // gl_FragData[1]
ext.COLOR_ATTACHMENT2_WEBGL, // gl_FragData[2]
ext.COLOR_ATTACHMENT3_WEBGL, // gl_FragData[3]
]);
Shader code that writes to multiple textures:
<script type="x-shader/x-fragment">
#extension GL_EXT_draw_buffers : require
precision highp float;
void main(void) {
gl_FragData[0] = vec4(0.25);
gl_FragData[1] = vec4(0.5);
gl_FragData[2] = vec4(0.75);
gl_FragData[3] = vec4(1.0);
}
</script>