By the end of 2007, both Mozilla and Opera had made their own separate implementations. Vukićević first demonstrated a Canvas 3D prototype in 2006. WebGL evolved out of the Canvas 3D experiments started by Vladimir Vukićević at Mozilla. This code is executed for each and every vertex sent through the API and for each pixel rasterized to the screen. ![]() The WebGL implementation compiles these shader instructions to GPU code. Shaders in WebGL are expressed directly in GLSL and passed to the WebGL API as textual strings. ![]() This functionality, if so required, has to be implemented by the end-developer by providing shader code and configuring data bindings in JavaScript. Like OpenGL ES 2.0, WebGL does not have the fixed-function APIs introduced in OpenGL 1.0 and deprecated in OpenGL 3.0. Automatic memory management is provided implicitly by JavaScript. WebGL 2.0 is based on OpenGL ES 3.0 and made guaranteed availability of many optional extensions of WebGL 1.0 and exposes new APIs. It uses the HTML5 canvas element and is accessed using Document Object Model (DOM) interfaces. WebGL 1.0 is based on OpenGL ES 2.0 and provides an API for 3D graphics. On FebruKhronos Group announced WebGL 2.0 support for all major browsers. WebGL is designed and maintained by the non-profit Khronos Group. WebGL programs consist of control code written in JavaScript and shader code that is written in OpenGL ES Shading Language (GLSL ES), a language similar to C or C++, and is executed on a computer's graphics processing unit (GPU). WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics and image processing and effects as part of the web page canvas. ![]() WebGL (Short for Web Graphics Library) is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins.
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