From fd1e2435671adf89d5a2718fc7d1454828f147ae Mon Sep 17 00:00:00 2001 From: Masahiro FUJIMOTO Date: Mon, 12 Jul 2021 10:11:30 +0900 Subject: remove wiki.developer.mozilla.org links --- .../webgl_api/tutorial/adding_2d_content_to_a_webgl_context/index.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'files/ja/web/api/webgl_api') diff --git a/files/ja/web/api/webgl_api/tutorial/adding_2d_content_to_a_webgl_context/index.html b/files/ja/web/api/webgl_api/tutorial/adding_2d_content_to_a_webgl_context/index.html index 678560a2bf..c96c77043d 100644 --- a/files/ja/web/api/webgl_api/tutorial/adding_2d_content_to_a_webgl_context/index.html +++ b/files/ja/web/api/webgl_api/tutorial/adding_2d_content_to_a_webgl_context/index.html @@ -129,7 +129,7 @@ translation_of: Web/API/WebGL_API/Tutorial/Adding_2D_content_to_a_WebGL_context
  const shaderProgram = initShaderProgram(gl, vsSource, fsSource);
-

After we've created a shader program we need to look up the locations that WebGL assigned to our inputs. In this case we have one attribute and two uniforms. Attributes receive values from buffers. Each iteration of the vertex shader receives the next value from the buffer assigned to that attribute. Uniforms are similar to JavaScript global variables. They stay the same value for all iterations of a shader. Since the attribute and uniform locations are specific to a single shader program we'll store them together to make them easy to pass around

+

After we've created a shader program we need to look up the locations that WebGL assigned to our inputs. In this case we have one attribute and two uniforms. Attributes receive values from buffers. Each iteration of the vertex shader receives the next value from the buffer assigned to that attribute. Uniforms are similar to JavaScript global variables. They stay the same value for all iterations of a shader. Since the attribute and uniform locations are specific to a single shader program we'll store them together to make them easy to pass around

  const programInfo = {
     program: shaderProgram,
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