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
var shader = gl.createShader( type );
gl.shaderSource( shader, sourceCode );
gl.compileShader( shader );
if ( !gl.getShaderParameter(shader, gl.COMPILE_STATUS) ) {
var 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.
var vertexShaderSource =
'attribute vec4 position;\n' +
'void main() {\n' +
' gl_Position = position;\n' +
'}\n';
//Use the createShader function from the example above
var vertexShader = createShader(gl, vertexShaderSource, gl.VERTEX_SHADER)
Creating a fragment shader
var 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
var fragmentShader = createShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER)
Specifications
| Specification | Status | Comment |
|---|---|---|
| WebGL 1.0 The definition of 'WebGLShader' in that specification. |
Recommendation | Initial definition. |
Browser compatibility
The compatibility table in this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request.
| Feature | Chrome | Firefox | Edge | Internet Explorer | Opera | Safari |
|---|---|---|---|---|---|---|
| Basic Support | 9 | 4.0 | 12 | 11 | 12 | 5.1 |
| Available in workers | (No) | 44.01 | (No) | (No) | (No) | (No) |
| Feature | Android | Chrome for Android | Edge mobile | Firefox for Android | IE mobile | Opera Android | iOS Safari |
|---|---|---|---|---|---|---|---|
| Basic Support | (Yes) | 25 | (Yes) | (Yes) | 11 | 12 | 8.1 |
| Available in workers | (No) | (No) | (No) | (No) | (No) | (No) | (No) |
1. From version 44.0, this feature is behind the gfx.offscreencanvas.enabled preference (needs to be set to true). To change preferences in Firefox, visit about:config.
See also
WebGLProgramWebGLRenderingContext.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()