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GLSL Shaders - Game development
it can get very complicated — very quickly. in this article we will make a simple code example that renders a cube. to speed up the background code we will be using the three.js api. as you may remember from the basic theory article, a vertex is a point in a 3d coordinate system. ...
...it can get very complicated — very quickly. in this article we will make a simple code example that renders a cube. to speed up the background code we will be using the three.js api. as you may remember from the basic theory article, a vertex is a point in a 3d coordinate system. ...
...it can get very complicated — very quickly. in this article we will make a simple code example that renders a cube. to speed up the background code we will be using the three.js api. ...
...And 2 more matches
Hello GLSL - Web APIs
« previousnext » this webgl example demonstrates a very basic glsl shader program that draws a solid color square. note: this example will most likely work in all modern desktop browsers. but it may not work in some mobile or older browsers. if the canvas remains blank, you can check the output of the next example, which draws exactly the same thing. but remember to read through the explanations and code on this page, before moving on to the next. hello world program in glsl a very simple first shader program. ...
...ly work in all modern desktop browsers. but it may not work in some mobile or older browsers. if the canvas remains blank, you can check the output of the next example, which draws exactly the same thing. but remember to read through the explanations and code on this page, before moving on to the next. hello world program in glsl a very simple first shader program. ...
Index - Web APIs
Web › API › Index
oes_fbo_render_mipmap api, reference, webgl, webgl extension, webgl extensions the oes_fbo_render_mipmap extension is part of the webgl api and makes it possible to attach any level of a texture to a framebuffer object. 2797 oes_standard_derivatives api, reference, webgl, webgl extension the oes_standard_derivatives extension is part of the webgl api and adds the glsl derivative functions dfdx, dfdy, and fwidth. 2798 oes_texture_float api, reference, webgl, webgl extension the oes_texture_float extension is part of the webgl api and exposes floating-point pixel types for textures. 2799 oes_texture_float_linear api, reference, webgl, webgl extension the oes_texture_float_linear extension is part of the webgl api and all...
...beginner, example, graphics, learn, tutorial, webgl this webgl example modifies random colors by applying color masking to limit the range of displayed colors to specific shades. 4691 detect webgl beginner, example, graphics, learn, tutorial, webgl this example demonstrates how to detect a webgl rendering context and reports the result to the user. 4692 hello glsl beginner, example, glsl, graphics, learn, shaders, tutorial, webgl this webgl example demonstrates a very basic glsl shader program that draws a solid color square. 4693 hello vertex attributes beginner, example, graphics, learn, tutorial, webgl this webgl example demonstrates how to combine shader programming and user interaction by sending user input to the shader...
...able to define the positions of each face's vertices, by calling gl.drawelements(). 4706 getting started with webgl tutorial, webgl webgl enables web content to use an api based on opengl es 2.0 to perform 2d and 3d rendering in an html canvas in browsers that support it without the use of plug-ins. webgl programs consist of control code written in javascript and shader code (glsl) that is executed on a computer's graphics processing unit (gpu). webgl elements can be mixed with other html elements and composited with other parts of the page or page background. 4707 lighting in webgl 3d, fragments, graphics, guide, light sources, shaders, shading, tutorial, vertexes, webgl, lighting, vertices as should be clear by now, webgl doesn't have much built-in k...
...And 2 more matches
OES_standard_derivatives - Web APIs
the oes_standard_derivatives extension is part of the webgl api and adds the glsl derivative functions dfdx, dfdy, and fwidth. webgl extensions are available using the webglrenderingcontext.getextension() method. for more information, see also using extensions in the webgl tutorial. availability: this extension is only available to webgl1 contexts. in webgl2, the functionality of this extension is available on the webgl2 context by default. in webgl 2, the constant is available as gl.fragment_shader_derivative_hint and it requires glsl #version 300 es. constants this extension exposes one new constant, which can be used in the hint() and getparameter() methods. ...
...extension is available on the webgl2 context by default. in webgl 2, the constant is available as gl.fragment_shader_derivative_hint and it requires glsl #version 300 es. constants this extension exposes one new constant, which can be used in the hint() and getparameter() methods. ext.fragment_shader_derivative_hint_oes a glenum indicating the accuracy of the derivative calculation for the glsl built-in functions: dfdx, dfdy, and fwidth. ...
...ault. in webgl 2, the constant is available as gl.fragment_shader_derivative_hint and it requires glsl #version 300 es. constants this extension exposes one new constant, which can be used in the hint() and getparameter() methods. ext.fragment_shader_derivative_hint_oes a glenum indicating the accuracy of the derivative calculation for the glsl built-in functions: dfdx, dfdy, and fwidth. ...
...rivative_hint and it requires glsl #version 300 es. constants this extension exposes one new constant, which can be used in the hint() and getparameter() methods. ext.fragment_shader_derivative_hint_oes a glenum indicating the accuracy of the derivative calculation for the glsl built-in functions: dfdx, dfdy, and fwidth. ...
EXT_shader_texture_lod - Web APIs
the shader writer with explicit control of lod (level of detail). webgl extensions are available using the webglrenderingcontext.getextension() method. for more information, see also using extensions in the webgl tutorial. availability: this extension is only available to webgl1 contexts. in webgl2, the functionality of this extension is available on the webgl2 context by default. ...
...explicit control of lod (level of detail). webgl extensions are available using the webglrenderingcontext.getextension() method. for more information, see also using extensions in the webgl tutorial. availability: this extension is only available to webgl1 contexts. in webgl2, the functionality of this extension is available on the webgl2 context by default. it requires glsl #version 300 es. ...
...ilable using the webglrenderingcontext.getextension() method. for more information, see also using extensions in the webgl tutorial. availability: this extension is only available to webgl1 contexts. in webgl2, the functionality of this extension is available on the webgl2 context by default. it requires glsl #version 300 es. ...
Adding 2D content to a WebGL context - Web APIs
l drawing in 3d space. it's just we're drawing a square and we're putting it directly in front of the camera perpendicular to the view direction. we need to define the shaders that will create the color for our simple scene as well as draw our object. these will establish how the square plane appears on the screen. ...
...together, a set of vertex and fragment shaders is called a shader program. let's take a quick look at the two types of shader, with the example in mind of drawing a 2d shape into the webgl context. ...
...lip space coordinate system used by webgl, in which each axis has a range from -1.0 to 1.0, regardless of aspect ratio, actual size, or any other factors. the vertex shader must perform the needed transforms on the vertex's position, make any other adjustments or calculations it needs to make on a per-vertex basis, then return the transformed vertex by saving it in a special variable provided by glsl, called gl_position. the vertex shader can, as needed, also do things like determine the coordinates within the face's texture of the texel to apply to the vertex, apply the normals to determine the lighting factor to apply to the vertex, and so on. this information can then be stored in varyings or attributes as appropriate to be shared with the fragment shader. our vertex shader below receive...
Movement, orientation, and motion: A WebXR example - Web APIs
y ${where}: ${err}`); } } this takes as its only input a string, where, which is used to indicate what part of the program generated the error, since similar errors can have in multiple situations. the vertex and fragment shaders the vertex and fragment shaders are both exactly the same as those used in the example for our article lighting in webgl. refer to that if you're interested in the glsl source code for the basic shaders used here. suffice it to say that the vertex shader computes the position of each vertex given the initial positions of each vertex and the transforms that need to be applied to convert them to simulate the viewer's current position and orientation. the fragment shader returns the color of each vertex, interpolating as needed from the values found in the texture...
... not be necessary, but there appears to be an issue in which at least some browsers are not correctly firing the end event. by running the event handler directly, we complete the close-out process manually in this situation. starting up the webxr session the sessionstarted() function handles actually setting up and starting the session, by setting up event handlers, compiling and installing the glsl code for the vertex and fragment shaders, and attaching the webgl layer to the webxr session before kicking off the rendering loop. it gets called as the handler for the promise returned by issessionsupported(). function sessionstarted(session) { let refspacetype; xrsession = session; xrbutton.innertext = "exit webxr"; xrsession.addeventlistener("end", sessionended); let canvas = doc...
... += "</mtable>\n<mo>]</mo>\n</mrow>\n</math>"; } target.innerhtml = outhtml; } this replaces the contents of the element specified by target with a newly-created <math> element which contains the 4x4 matrix. each entry is displayed with up to two decimal places. everything else the rest of the code is identical to that found in the earlier examples: initshaderprogram() initializes the glsl shader program, calling loadshader() to load and compile each shader's program, then attaching each one to the webgl context. once they're compiled, the program is linked and returned to the caller. loadshader() creates a shader object and loads the specified source code into it before compiling the code and checking to ensure that the compiler succeeded before returning the newly compiled shad...
Index - Game development
but the community is still waiting for tools and libraries to appear, to make this easier. mozilla's a-frame framework provides a markup language allowing us to build 3d vr landscapes using a system familiar to web developers, which follows game development coding principles; this is useful for quickly and successfully building prototypes and demos, without having to write a lot of javascript or glsl. this article explains how to get up and running with a-frame, and how to use it to build up a simple demo. 17 building up a basic demo with babylon.js 3d game engines, babylon.js, beginner, webgl babylon.js is one of the most popular 3d game engines used by developers. as with any other 3d library it provides built-in functions to help you implement common 3d functionality m...
...ment environment, structuring the necessary html, the fundamental objects of three, and how to build up a basic demo. 22 explaining basic 3d theory 3d, coordinates, textures, basics, fragment, lighting, primitives, rendering, theory, vertex, vertices this article explains all of the basic theory that's useful to know when you are getting started working with 3d. 23 glsl shaders beginner, glsl, opengl, shader, texture shader, three.js, vertex shader shaders use glsl (opengl shading language), a special opengl shading language with syntax similar to c. glsl is executed directly by the graphics pipeline. there are two types of shaders: vertex shaders and fragment (pixel) shaders. vertex shaders transform shape positions into 3d drawing coordinates. fragme...
3D games on the Web - Game development
. see our explaining basic 3d theory article for all the information you need. advanced concepts you can do a lot more with webgl. there are some advanced concepts which you should dive into and learn more about — like shaders, collision detection, or the latest hot topic: virtual reality on the web. shaders it's worth mentioning shaders, which are a separate story on their own. ...
... collision detection it's hard to imagine a game without collision detection — we always need to work out when something is hitting something else. ...
Shader Editor - Firefox Developer Tools
d graphics in the browser without using plugins. with webgl you provide 2 programs called shaders which are called at the appropriate stages of the opengl rendering pipeline: a vertex shader, which computes the clip space coordinates of each vertex to be drawn, and a fragment shader, which determines the color for each pixel to be drawn. these shaders are written in opengl shading language, or glsl. in webgl they can be included in a page in several ways: as text hardcoded in javascript strings, as separate files included using <script> tags, or retrieved from the server as plain text. javascript code running in the page then sends them for compilation using the webgl apis, and they're executed on the device's gpu when needed. with the shader editor, you can examine and edit the source of ...
...item. you'll now see "shader editor" appear in the toolbar. click it and the shader editor opens. at first you'll just see a blank window with a button asking you to reload the page: to get started, load a page which creates a webgl context and loads a program into it. the screenshots below are from the unreal engine demo. you'll now see a window divided into three panes: a list of all the glsl programs on the left, the vertex shader for the currently selected program in the middle, and the fragment shader for the currently selected program on the right: managing programs the left hand pane lists all programs currently in use by a webgl context. if you hover over an entry in the list, the geometry drawn by that program is highlighted in red: if you click the eyeball icon just left ...
WebGLRenderingContext.getUniformLocation() - Web APIs
hich may be a single floating point or integer number, or a 2-4 component vector specified either as a list of values or as a float32array or int32array. uniformmatrix[234][fv]() sets the uniform's value to the specified matrix, possibly with transposition. the value is represented as a sequence of glfloat values or as a float32array. the uniform itself is declared in the shader program using glsl. syntax webgluniformlocation = webglrenderingcontext.getuniformlocation(program, name); parameters program the webglprogram in which to locate the specified uniform variable. name a domstring specifying the name of the uniform variable whose location is to be returned. the name can't have any whitespace in it, and you can't use this function to get the location of any uniforms starting ...
... the webgluniformlocation type is compatible with the glint type when specifying the index or location of a uniform attribute. errors the following errors may occur; to check for errors after getuniformlocation() returns, call geterror(). gl_invalid_value the program parameter is not a value or object generated by webgl. gl_invalid_operation the program parameter doesn't correspond to a glsl program generated by webgl, or the specified program hasn't been linked successfully. example in this example, taken from the animatescene() method in the article a basic 2d webgl animation example, obtains the locations of three uniforms from the shading program, then sets the value of each of the three uniforms. gl.useprogram(shaderprogram); uscalingfactor = gl.getuniformlocation(shade...
A basic 2D WebGL animation example - Web APIs
then, for each shader in the specified list of shaders, we call a compileshader() function to compile it, passing into it the id and type of the shader function to build. each of those objects includes, as mentioned before, the id of the <script> element the shader code is found in and the type of shader it is. the compiled shader is attached to the shader program by passing it into gl.
.... next, the current rotation vector is computed by converting the current rotation in degrees (currentangle) into radians, then setting the first component of the rotation vector to the sine of that value and the second component to the cosine. the currentrotation vector is now the location of the point on the unit circle located at the angle currentangle. useprogram() is called to activate the glsl shading program we established previously. then we obtain the locations of each of the uniforms used to share information between the javascript code and the shaders (with getuniformlocation()). the uniform named uscalingfactor is set to the currentscale value previously computed; this, as you may recall, is the value used to adjust the coordinate system based on the aspect ratio of the context.
Data in WebGL - Web APIs
Web › API › WebGL API › Data
shader programs have access to three kinds of data storage, each of which has a specific use case. each kind of variable is accessible by one or both types of shader program (depending on the data store type) and possibly by the site's javascript code, depending on the specific type of variable. glsl data types <<document the basic types, vectors, etc; see data type (glsl) on the khronos webgl wiki>> glsl variables there are three kinds of "variable" or data storage available in glsl, each of which with its own purpose and use cases: attributes, varyings, and uniforms. attributes attributes are glsl variables which are only available to the vertex shader (as variables) and the javascript code. attributes are typically used to store color information, texture coordinates, and a...
...ec4( 1.0, 1.0, 0.0, 1.0 ), // yellow vec4( 0.0, 1.0, 0.0, 1.0 ), // green vec4( 0.0, 0.0, 0.0, 1.0 ), // black vec4( 1.0, 0.0, 0.0, 1.0 ), // red vec4( 1.0, 1.0, 0.0, 1.0 ), // yellow vec4( 0.0, 1.0, 0.0, 1.0 ), // green ]; var cbuffer = gl.createbuffer(); //continued //create buffer to store colors and reference it to "vcolor" which is in glsl gl.bindbuffer( gl.array_buffer, cbuffer ); gl.bufferdata( gl.array_buffer, flatten(vertexcolors), gl.static_draw ); var vcolor = gl.getattriblocation( program, "vcolor" ); gl.vertexattribpointer( vcolor, 4, gl.float, false, 0, 0 ); gl.enablevertexattribarray( vcolor ); //glsl attribute vec4 vcolor; void main() { fcolor = vcolor; } varyings varyings are variables ...
WebGL best practices - Web APIs
gle strip unattached to your previous one, without having to split into multiple draw calls. another important method for batching is texture atlasing, where multiple images are placed into a single texture, often like a checkerboard. since you need to split draw call batches to change textures, texture atlasing lets you combine more draw calls into fewer, bigger batches. shaders, programs, and glsl avoid "#ifdef gl_es", which is always true you should never use #ifdef gl_es in your webgl shaders; although some early examples used this, it's not necessary, since this condition is always true in webgl shaders. prefer doing more work in vertex (not fragment) shaders do as much as you can in the vertex shader, rather than in the fragment shader. this is because per draw call, fragment shade...
...(works on desktop, not on android) if you have a float texture, ios requires that you use highp sampler2d foo;, or it will very painfully give you lowp texture samples! (+/-2.0 max is probably not good enough for you) im...
WebGL model view projection - Web APIs
for convenience, these shaders are stored in a <script> element that is brought into the program through the custom function mdn.createwebglprogramfromids(). this function is part of a collection of utility functions written for these tutorials and is not explained in depth here. this function handles the basics of taking some gl...
...sl that take our data points and ultimately render them to the screen. for convenience, these shaders are stored in a <script> element that is brought into the program through the custom function mdn.createwebglprogramfromids(). this function is part of a collection of utility functions written for these tutorials and is not explained in depth here. this function handles the basics of taking some glsl source code and compiling it into a webgl program. the function takes three parameters — the context to render the program in, the id of the <script> element containing the vertex shader, and the id of the <script> element containing the fragment shader. the vertex shader positions the vertices, and the fragment shader colours each pixel. first take a look at the vertex shader that will move...
Building up a basic demo with A-Frame - Game development
but the community is still waiting for tools and libraries to appear, to make this easier. mozilla's a-frame framework provides a markup language allowing us to build 3d vr landscapes using a system familiar to web developers, which follows game development coding principles; this is useful for quickly and successfully building prototypes and demos, without having to write a lot of javascript or glsl. this article explains how to get up and running with a-frame, and how to use it to build up a simple demo. high level overview the current version of a-frame is 0.3.2, which means it's highly experimental, but it already works and you can test it right away in the browser. it runs on desktop, mobile (ios and android), and oculus rift, gear vr and htc vive. a-frame is built on top of webgl, an...
RGB - MDN Web Docs Glossary: Definitions of Web-related terms
intensities (or contributions) of red, green, and blue, in determining the final color. there are many ways to describe the rgb components of a color. in css they can be represented as a single 24-bit integer in hexadecimal notation (for example, #add8e6 is light blue), or in functional notation as three separate 8-bit integers (for example, rgb(46, 139, 87) is sea green). in opengl, webgl, and glsl the red-green-blue components are fractions (floating-point numbers between 0.0 and 1.0), although in the actual color buffer they are typically stored as 8-bit integers. graphically, a color can be represented as a point in a three-dimensional grid or cube, where each dimension (or axis) corresponds to a different channel. learn more general knowledge rgb color model on wikipedia learn ...
MDN Web Docs Glossary: Definitions of Web-related terms
tprequest) xhtml xinclude xlink xml xpath xquery xslt other 404 502 alpn at-rule attack byte-order mark character set client cryptosystem debug digital signature execution flex-direction glsl interface library memory management routers self-executing anonymous function stylesheet vector image ...
EXT_frag_depth - Web APIs
o set a depth value of a fragment from within the fragment shader. webgl extensions are available using the webglrenderingcontext.getextension() method. for more information, see also using extensions in the webgl tutorial. availability: this extension is only available to webgl1 contexts. in webgl2, the functionality of this extension is available on the webgl2 context by default. it requires glsl #version 300 es. examples enable the extension: gl.getextension('ext_frag_depth'); now the output variable gl_fragdepthext is available to set a depth value of a fragment from within the fragment shader: <script type="x-shader/x-fragment"> void main() { gl_fragcolor = vec4(1.0, 0.0, 1.0, 1.0); gl_fragdepthext = 0.5; } </script> specifications specification status commen...
OVR_multiview2 - Web APIs
g for oculus browser 6.0+ webgl extensions are available using the webglrenderingcontext.getextension() method. for more information, see also using extensions in the webgl tutorial. availability: support depends on the system's graphics driver (windows+angle and android are supported; windows+gl, mac, linux are not supported). this extension is only available to webgl 2 contexts as it needs glsl 3.00 and texture arrays. currently, there is no way to use multiview to render to a multisampled backbuffer, so you should create contexts with antialias: false. however, the oculus browser (6+) also supports multisampling using the oculus_multiview extension. see also this webgl issue. constants this extension exposes 4 constants that can be used in getparameter() or getframebufferattachment...
WEBGL_draw_buffers - Web APIs
webgl extensions are available using the webglrenderingcontext.getextension() method. for more information, see also using extensions in the webgl tutorial. availability: this extension is only available to webgl1 contexts. in webgl2, 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_at...
WebGLProgram - Web APIs
to create a webglprogram, call the gl context's createprogram() function. after attaching the shader programs using attachshader(), you link them into a usable program. this is shown in the code below. ...
WebGLRenderingContext.compileShader() - Web APIs
syntax void gl.compileshader(shader); parameters shader a fragment or vertex webglshader. examples var shader = gl.createshader(gl.vertex_shader); gl.shadersource(shader, shadersource); gl.compileshader(shader); specifications specification status comment webgl 1.0the definition of 'compileshader' in that specification. recommendation initial definition. ...
WebGLRenderingContext.createProgram() - Web APIs
these are then linked into a usable program.. ...
WebGLRenderingContext.getParameter() - Web APIs
ou can query the following pname parameters when using webgl extensions: constant returned type extension description ext.max_texture_max_anisotropy_ext glfloat ext_texture_filter_anisotropic maximum available anisotropy. ext.fragment_shader_derivative_hint_oes glenum oes_standard_derivatives accuracy of the derivative calculation for the glsl built-in functions: dfdx, dfdy, and fwidth. ext.max_color_attachments_webgl glint webgl_draw_buffers the maximum number of framebuffer color attachment points. ext.max_draw_buffers_webgl glint webgl_draw_buffers the maximum number of draw buffers. ext.draw_buffer0_webgl ext.draw_buffer1_webgl ext.draw_buffer2_webgl ext.draw_buffer3_webgl ...
WebGLRenderingContext.hint() - Web APIs
entation. syntax void gl.hint(target, mode); parameters target sets which behavior to be controlled. possible values: gl.generate_mipmap_hint: quality of filtering when generating mipmap images with webglrenderingcontext.generatemipmap(). when using the oes_standard_derivatives extension: ext.fragment_shader_derivative_hint_oes: accuracy of the derivative calculation for the glsl built-in functions: dfdx, dfdy, and fwidth. when using a webgl 2 context, the following values are available additionally: gl.fragment_shader_derivative_hint: same as ext.fragment_shader_derivative_hint_oes mode sets the behavior. the default value is gl.dont_care. the possible values are: gl.fastest: the most efficient behavior should be used. gl.nicest: the m...
WebGLRenderingContext.shaderSource() - Web APIs
return value none. ...
WebGLShader - Web APIs
at this point the webglshader is still not in a usable form and must still be attached to a webglprogram. ...
Hello vertex attributes - Web APIs
<p>first encounter with attributes and sending data to gpu. ...
WebGL by example - Web APIs
describes repeated pieces of code that will be hidden from now on, as well as defining a javascript utility function to make webgl initialization easier. scissor animation some animation fun with scissoring and clearing operations. raining rectangles a simple game that demonstrates clearing with solid colors, scissoring, animation, and user interaction. shader programming basics hello glsl a very basic shader program that draws a solid color square. hello vertex attributes combining shader programming and user interaction through vertex attributes. textures from code a simple demonstration of procedural texturing with fragment shaders. miscellaneous advanced examples video textures this example demonstrates how to use video files as textures. next » ...
WebGL constants - Web APIs
lpha component. srgb8_alpha8_ext 0x8c43 sized (8-bit) srgb and alpha formats. framebuffer_attachment_color_encoding_ext 0x8210 returns the framebuffer color encoding. oes_standard_derivatives constant name value description fragment_shader_derivative_hint_oes 0x8b8b indicates the accuracy of the derivative calculation for the glsl built-in functions: dfdx, dfdy, and fwidth. webgl_draw_buffers constant name value description color_attachment0_webgl 0x8ce0 framebuffer color attachment point color_attachment1_webgl 0x8ce1 framebuffer color attachment point color_attachment2_webgl 0x8ce2 framebuffer color attachment point color_attachment3_webgl ...
Matrix math for the web - Web APIs
nd are used for performing many key types of computation when constructing images and visualizing data on the web. this article explores how to create matrices and how to use them with css transforms and the matrix3d transform type. while this article uses css to simplify explanations, matrices are a core concept used by many different technologies including webgl, the webxr (vr and ar) api, and glsl shaders. this article is also available as an mdn content kit. the live examples use a collection of utility functions available under a global object named mdn. transformation matrices there are many types of matrices, but the ones we are interested in are the 3d transformation matrices. these matrices consist of a set of 16 values arranged in a 4x4 grid. in javascript, it is easy to represent...
Getting started with WebGL - Web APIs
webgl elements can be mixed with other html elements and composited with other parts of the page or page background. this article will introduce you to the basics of using webgl. ...
Worklet - Web APIs
Web › API › Worklet
audio api animationworklet for creating scroll-linked and other high performance procedural animations. compositor thread css animation worklet api layoutworklet for defining the positioning and dimensions of custom elements. css layout api for 3d rendering with webgl, you don't use worklets. instead, you write vertex shaders and fragment shaders using glsl code, and those shaders will then run on the graphics card. properties the worklet interface does not define any properties. methods worklet.addmodule() adds the script module at the given url to the current worklet. specifications specification status comment worklets level 1the definition of 'worklet' in that specification. working draft ...
<script>: The Script element - HTML: Hypertext Markup Language
Web › HTML › Element › script
content categories metadata content, flow content, phrasing content. permitted content dynamic script such as text/javascript. tag omission none, both the starting and ending tag are mandatory. permitted parents any element that accepts metadata content, or any element that accepts phrasing content. ...