# Shaders

The following routines are wrapped: glAttachShader glBindAttribLocation, glCompileShader, glCreateProgram, glCreateShader, glDeleteProgram, glDeleteShader, glDetachShader, glGetAttribLocation, glGetProgramInfoLog, glGetProgramParameter, glGetShaderInfoLog, glGetShaderParameter, glGetUniformLocation, glLinkProgram, glShaderSource, glUniform, and glUseProgram
The following routines are available but not yet wrapped: glGetActiveAttrib, glGetActiveUniform, glGetAttachedShaders, glGetShaderPrecisionFormat, glGetShaderSource, glGetUniform, glIsProgram, glIsShader, glReleaseShaderCompiler, glShaderBinary, and glValidateProgram
Note that glCreateShaderProgram, glGetActiveUniformBlockName, glGetActiveUniformBlockiv, glGetActiveUniformsiv, glGetFragDataLocation, glGetProgramBinary, glGetProgramResource, glGetProgramResourceIndex, glGetProgramResourceLocation, glGetProgramResourceName, glGetUniformBlockIndex, glGetUniformIndices, glProgramBinary, glProgramParameteri, glProgramUniform, glUniformBlockBinding, and glUseProgramStages are not part of OpenGL ES 2.0 or WebGL.