WebGLProgram - Web APIs | MDN
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.
js
// 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.
js
gl.deleteProgram(program);
Specifications
| Specification |
|---|
| WebGL Specification # 5.6 |
Browser compatibility
See also
WebGLShaderWebGLRenderingContext.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()