WebGL uses the GLSL ES 2.0 spec on all platforms, and translates these shaders to the host platform's native language (HLSL, GLSL, and even GLSL ES). For debugging purposes, it is useful to be able to examine the shader after translation.
This extension addes a new function to query the translated shader source, and adds a new enum for GetShaderiv's <pname> parameter to query the translated shader source length.
Requires GLES 2..
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
Accepted by the |
| Access | Constructor and Description |
|---|---|
| protected |
| Modifier and Type | Method and Description |
|---|---|
| public static void | |
| public static String | |
| public static String | |
| public static void | glGetTranslatedShaderSourceANGLE(int shader, int[] length, ByteBuffer source)
Array version of: |
| public static native void |
| GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE | back to summary |
|---|---|
| public static final int GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE Accepted by the | |
| ANGLETranslatedShaderSource | back to summary |
|---|---|
| protected ANGLETranslatedShaderSource() | |
| glGetTranslatedShaderSourceANGLE | back to summary |
|---|---|
| public static void glGetTranslatedShaderSourceANGLE(int shader, IntBuffer length, ByteBuffer source) | |
| glGetTranslatedShaderSourceANGLE | back to summary |
|---|---|
public static String glGetTranslatedShaderSourceANGLE(int shader, int bufsize)
| |
| glGetTranslatedShaderSourceANGLE | back to summary |
|---|---|
public static String glGetTranslatedShaderSourceANGLE(int shader)
| |
| glGetTranslatedShaderSourceANGLE | back to summary |
|---|---|
| public static void glGetTranslatedShaderSourceANGLE(int shader, int[] length, ByteBuffer source) Array version of: | |
| nglGetTranslatedShaderSourceANGLE | back to summary |
|---|---|
| public static native void nglGetTranslatedShaderSourceANGLE(int shader, int bufsize, long length, long source) | |