Compile shader programs.
The graphics device.
The shader to compile.
Free the WebGL resources associated with a shader.
The shader to free.
Link the shader, and extract its attributes and uniform information.
The graphics device.
The shader to query.
True if the shader was successfully queried and false otherwise.
Check the linking status of a shader.
The graphics device.
True if the shader is already linked, false otherwise. Note that unless the device supports the KHR_parallel_shader_compile extension, this will always return true.
Link shader programs. This is called at a later stage, to allow many shaders to compile in parallel.
The graphics device.
The shader to compile.
Dispose the shader when the context has been lost.
Restore shader after the context has been obtained.
The graphics device.
The shader to restore.
A WebGL implementation of the Shader.