The WebGLProgram
is part of the WebGL API and is a combination of two compiled WebGLShader
s consisting of a vertex shader and a fragment shader (both written in GLSL). 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.
var program = gl.createProgram();
// Attach pre-existing shaders
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if ( !gl.getProgramParameter( program, gl.LINK_STATUS) ) {
var info = gl.getProgramInfoLog(program);
throw 'Could not compile WebGL program. \n\n' + info;
}
See WebGLShader
for information on creating the vertexShader
and fragmentShader
in the above example.
Examples
Using the program
The steps to actually do some work with the program involve telling the GPU to use the program, bind the appropriate data and configuration options, and finally draw something to the screen.
// Use the program
gl.useProgram(program);
// Bind existing attribute data
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(attributeLocation);
gl.vertexAttribPointer(attributeLocation, 3, gl.FLOAT, false, 0, 0);
// Draw a single triangle
gl.drawArrays(gl.TRIANGLES, 0, 3);
Deleting the program
If there is an error linking the program or you wish to delete an existing program, then it is as simple as running WebGLRenderingContext.deleteProgram()
. This frees the memory of the linked program.
gl.deleteProgram(program);
Specifications
Specification | Status | Comment |
WebGL 1.0The definition of 'WebGLProgram' 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.
Update compatibility data on GitHub
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
WebGLProgram
|
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 Full support 44 Disabled' From version 44: this feature is behind the |
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
WebGLShader
WebGLRenderingContext.attachShader()
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()
WebGLProgram by Mozilla Contributors is licensed under CC-BY-SA 2.5.