From the WebGL specPacking Restrictions for Uniforms and VaryingsThe OpenGL ES Shading Language, Version [GLESGLSL], Appendix A, Section "Counting of Varyings and Uniforms" defines a conservative algorithm for computing the storage required for all of the uniform and varying variables in a shader.
You can query active uniform blocks, transform feedback varyings, atomic counters, and similar things in this wayOnce you have the number of active attributes uniforms, you can start querying information about themTo get info about an attribute, you use glGetActiveAttrib to get info about a uniform, you use glGetActiveUniformAs an
For a non array uniform the only difference between v and non v versions of the uniform functions is just how you provide the data to it uniformfv(loc,[.]) vs uniformf(loc,.)uniformfv(loc,[,]) vs uniformf(loc,,) but for an array uniform you can set the entire array using the v functionsin shaderuniform float
When gl.linkProgram is called, WebGL creates a list of active uniformsThese are possible values of the name attribute of return values of getActiveUniformWebGL generates one or more entries in the list depending on the declared type of the uniform in the shader Single basic type one entry with the name of the uniformE.g.
WebGL is built on top of the HTML elementAs for a D canvas, you start out by getting a WebGLRenderingContext with a call to the getContext method of the element, passing the string "experimental webgl"(This string is temporary and will eventually change to "webgl".) The returned object has a set of functions very
The WebGLRenderingContext.uniform[fi][v] methods of the WebGL API specify values of uniform variablesAll active uniform variables defined in a program object are initialized to when the program object is linked successfullyThey retain the values assigned to them by a call to this method until the next successful link operation occurs on the program object, when they are once