web api interface
WebGLShader
Available in workers
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 createShader, then hook up the GLSL source code using shaderSource(), and finally invoke 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 new Error(`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() {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;
// Use the createShader function from the example above
const fragmentShader = createShader(
gl,
fragmentShaderSource,
gl.FRAGMENT_SHADER,
);
Specifications
SpecificationsStandards references are available on the canonical MDN page.
Browser compatibility
Browser compatibilityCompatibility data is available on the canonical MDN page.
See also
WebGLProgramattachShader()bindAttribLocation()compileShader()createProgram()createShader()deleteProgram()deleteShader()detachShader()getAttachedShaders()getProgramParameter()getProgramInfoLog()getShaderParameter()getShaderPrecisionFormat()getShaderInfoLog()getShaderSource()isProgram()isShader()linkProgram()shaderSource()useProgram()validateProgram()