Optionalattributes: IAttribute[]Padding in pixels this shader needs beyond the sprite bounds (for outline/glow effects)
ReadonlyvaoBind this shader's VAO (start recording or replaying attribute state)
Free GPU resources
Bind a single vertex attribute pointer. The VBO must already be bound before calling this.
Set a single uniform by name. Type is inferred from the parsed GLSL source.
Batch-set uniforms via a plain value map.
Unbind VAO (finish recording)
Switch GPU to use this shader program
Wraps a WebGL shader program. Parses attribute/uniform locations and types from GLSL source automatically.