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fragment: false / fragment: true on Shaders is confusing #179

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ghost opened this issue Feb 11, 2021 · 3 comments
Closed

fragment: false / fragment: true on Shaders is confusing #179

ghost opened this issue Feb 11, 2021 · 3 comments

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@ghost
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ghost commented Feb 11, 2021

This should instead be something like shaderType: GL_VERTEX_SHADER and shaderType: GL_FRAGMENT_SHADER so it's more obvious.
That change would also tie it in with the https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/createShader API (note that Desktop OpenGL manpages calls the parameter shaderType)

@sebavan
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sebavan commented Feb 11, 2021

Feel free to make a PR if you want this one in, totally not opposed to it.

@sebavan sebavan assigned ghost Feb 11, 2021
@sebavan
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sebavan commented Jan 10, 2022

Would you be willing to make a PR for it ?

@ghost
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ghost commented Jan 14, 2022

I don't have time to work on this right now.

I've started moving away from custom WebGL code and primarily use existing engines / wrappers now, so I rarely have to debug WebGL directly at the moment. However, I'm sure this will change again eventually + I occasionally still debug WebGL.
So I'm still interested in seeing this fixed, but I can't devote any time to this right now.

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