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.
| Desktop | Mobile | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
WebGLShader | Chrome Full support 9 | Edge Full support 12 | Firefox Full support 4 | IE Full support 11 | Opera Full support 12 | Safari Full support 5.1 | WebView Android Full support Yes | Chrome Android Full support 25 | Firefox Android Full support Yes | Opera Android Full support 12 | Safari iOS Full support 8 | Samsung Internet Android Full support 1.5 |
| Available in workers | Chrome No support No | Edge No support No | Firefox
Full support
44
| IE No support No | Opera No support No | Safari No support No | WebView Android No support No | Chrome Android No support No | Firefox Android No support No | Opera Android No support No | Safari iOS No support No | Samsung Internet Android No support No |
Legend
- Full support
- Full support
- No support
- No support
- Experimental. Expect behavior to change in the future.
- Experimental. Expect behavior to change in the future.
- User must explicitly enable this feature.
- User must explicitly enable this feature.
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()
