Part of the WebGL API, the
getUniformLocation() returns the location of a specific uniform variable which is part of a given
WebGLProgram. The uniform variable is returned as a
WebGLUniformLocation object, which is an opaque identifier used to specify where in the GPU's memory that uniform variable is located.
Once you have the uniform's location, you can access the uniform itself using one of the other uniform access methods, passing in the uniform location as one of the inputs:
- Returns the value of the uniform at the given location.
- Sets the uniform's value to the specified value, which may be a single floating point or integer number, or a 2-4 component vector specified either as a list of values or as a
- Sets the uniform's value to the specified matrix, possibly with transposition. The value is represented as a sequence of
GLfloatvalues or as a
The uniform itself is declared in the shader program using GLSL.
WebGLUniformLocation = WebGLRenderingContext.getUniformLocation(program, name);
WebGLProgramin which to locate the specified uniform variable.
DOMStringspecifying the name of the uniform variable whose location is to be returned. The name can't have any whitespace in it, and you can't use this function to get the location of any uniforms starting with the reserved string
"gl_", since those are internal to the WebGL layer.
WebGLUniformLocation is an opaque value used to uniquely identify the location in the GPU's memory at which the uniform variable is located. With this value in hand, you can call other WebGL methods to access the value of the uniform variable.
WebGLUniformLocation type is compatible with the
GLint type when specifying the index or location of a uniform attribute.
The following errors may occur; to check for errors after
getUniformLocation() returns, call
programparameter is not a value or object generated by WebGL.
programparameter doesn't correspond to a GLSL program generated by WebGL, or the specified program hasn't been linked successfully.
In this example, taken from the
animateScene() method in the article A basic 2D WebGL animation example, obtains the locations of three uniforms from the shading program, then sets the value of each of the three uniforms.
gl.useProgram(shaderProgram); uScalingFactor = gl.getUniformLocation(shaderProgram, "uScalingFactor"); uGlobalColor = gl.getUniformLocation(shaderProgram, "uGlobalColor"); uRotationVector = gl.getUniformLocation(shaderProgram, "uRotationVector") gl.uniform2fv(uScalingFactor, currentScale); gl.uniform2fv(uRotationVector, currentRotation); gl.uniform4fv(uGlobalColor, [0.1, 0.7, 0.2, 1.0]);
animateScene()in "A basic 2D WebGL animation example." See that article for the full sample and to see the resulting animation in action.
After setting the current shading program to
shaderProgram, this code fetches the three uniforms
getUniformLocation() once for each uniform.
Then the three uniforms' values are set:
uScalingFactoruniform — a 2-component vertex — receives the horizontal and vertical scaling factors from the variable
- The uniform
uRotationVectoris set to the contents of the variable
currentRotation. This, too, is a 2-component vertex.
- Finally, the uniform
uGlobalColoris set to the color
[0.1, 0.7, 0.2, 1.0], the components in this 4-component vector represent the values of red, green, blue, and alpha, respectively.
Having done this, the next time the shading functions are called, their own variables named
The definition of 'getUniformLocation' in that specification.
|OpenGL ES 2.0
The definition of 'glGetUniformLocation' in that specification.
|Standard||Man page of the OpenGL API.|
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