The screenshots below are from the Unreal Engine demo. To get started, load a page which creates a WebGL context and loads a program into it. Click it and the Shader Editor opens.Īt first you’ll just see a blank window with a button asking you to reload the page: You’ll now see “Shader Editor” appear in the toolbar. To enable it, open the Toolbox settings and check “Shader Editor” in the “Default Firefox Developer Tools” item. The Shader Editor is disabled by default. With the Shader Editor, you can examine and edit the source of the vertex and fragment shaders. JavaScript code running in the page then sends them for compilation using the WebGL APIs, and they’re executed on the device’s GPU when needed. In WebGL they can be included in a page in several ways: as text hardcoded in JavaScript strings, as separate files included using tags, or retrieved from the server as plain text. These shaders are written in OpenGL Shading Language, or GLSL. With WebGL you provide 2 programs called shaders which are called at the appropriate stages of the OpenGL rendering pipeline: a vertex shader, which computes the clip space coordinates of each vertex to be drawn, and a fragment shader, which determines the color for each pixel to be drawn. WebGL is a JavaScript API for rendering interactive 3D graphics and 2D graphics in the browser without using plugins. ![]() The Shader Editor enables you to see and edit the vertex and fragment shaders used by WebGL. This tool has been deprecated and will soon be removed from Firefox.
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