![]() The WebGL implementation compiles these shader instructions to GPU code. Shaders in WebGL are expressed directly in GLSL and passed to the WebGL API as text strings. This functionality can instead be provided by the user by providing shader code and configuring data bindings in JavaScript. Like OpenGL ES 2.0, WebGL does not have the fixed-function APIs introduced in OpenGL 1.0 and deprecated in OpenGL 3.0. Īutomatic memory management is provided as part of the JavaScript language. ![]() WebGL 2.0 is based on OpenGL ES 3.0 and made guaranteed availability of many optional extensions of WebGL 1.0 and exposes new APIs. It uses the HTML5 canvas element and is accessed using Document Object Model (DOM) interfaces. WebGL 1.0 is based on OpenGL ES 2.0 and provides an API for 3D graphics.
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