The WebGLRenderingContext.useProgram()
method of the WebGL API sets the specified WebGLProgram
as part the current rendering state.
void gl.useProgram(program);
WebGLProgram
to use.None.
var program = gl.createProgram(); // Attach pre-existing shaders gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program);
Specification | Status | Comment |
---|---|---|
WebGL 1.0 The definition of 'useProgram' in that specification. | Recommendation | Initial definition. |
OpenGL ES 2.0 The definition of 'glUseProgram' in that specification. | Standard | Man page of the OpenGL API. |
Feature | Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | Servo |
---|---|---|---|---|---|---|---|
Basic Support | 9 | 12 | 4.0 | 11 | 12 | 5.1 | No support |
Feature | Android | Chrome for Android | Edge Mobile | Firefox for Android | IE Mobile | Opera Mobile | Safari Mobile |
---|---|---|---|---|---|---|---|
Basic Support | (Yes) | 25 | (Yes) | 4.0 | 11 | 12 | 8.1 |
WebGLRenderingContext.createProgram()
WebGLRenderingContext.deleteProgram()
WebGLRenderingContext.isProgram()
WebGLRenderingContext.linkProgram()
WebGLRenderingContext.validateProgram()
WebGLRenderingContext.getProgramParameter()
WebGLRenderingContext.getProgramInfoLog()
© 2005–2017 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/useProgram