(gl, type, source)
| 1140 | }; |
| 1141 | |
| 1142 | function buildShader (gl, type, source) { |
| 1143 | var shader = gl.createShader(type); |
| 1144 | gl.shaderSource(shader, source); |
| 1145 | gl.compileShader(shader); |
| 1146 | |
| 1147 | //log any errors |
| 1148 | if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
| 1149 | console.log(gl.getShaderInfoLog(shader)); |
| 1150 | } |
| 1151 | return shader; |
| 1152 | }; |
| 1153 | |
| 1154 | //we don't have to specify any or all attribute location bindings |
| 1155 | //any unspecified bindings will be assigned automatically and can be queried with program.getAttribLocation(attributeName) |
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