This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.
* Some parts of this feature may have varying levels of support.
Note: This feature is available in Web Workers.
The WebGLShaderPrecisionFormat interface is part of the WebGL API and represents the information returned by calling the WebGLRenderingContext.getShaderPrecisionFormat() method.
WebGLShaderPrecisionFormat.rangeMin Read only
The base 2 log of the absolute value of the minimum value that can be represented.
WebGLShaderPrecisionFormat.rangeMax Read only
The base 2 log of the absolute value of the maximum value that can be represented.
WebGLShaderPrecisionFormat.precision Read only
The number of bits of precision that can be represented. For integer formats this value is always 0.
A WebGLShaderPrecisionFormat object is returned by the WebGLRenderingContext.getShaderPrecisionFormat() method.
const canvas = document.getElementById("canvas");
const gl = canvas.getContext("webgl");
gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT);
// WebGLShaderPrecisionFormat { rangeMin: 127, rangeMax: 127, precision: 23 }
| Specification |
|---|
| WebGL Specification> # 5.12> |
| Desktop | Mobile | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Opera | Safari | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | WebView Android | WebView on iOS | |
WebGLShaderPrecisionFormat |
9 | 12 | 4 | 12 | 5.1 | 25 | 4 | 12 | 8 | 1.5 | 4.4 | 8 |
precision |
9 | 12 | 4 | 12 | 5.1 | 25 | 4 | 12 | 8 | 1.5 | 4.4 | 8 |
rangeMax |
9 | 12 | 4 | 12 | 5.1 | 25 | 4 | 12 | 8 | 1.5 | 4.4 | 8 |
rangeMin |
9 | 12 | 4 | 12 | 5.1 | 25 | 4 | 12 | 8 | 1.5 | 4.4 | 8 |
worker_support |
No | No | 105 | No | No | No | 105 | No | No | No | No | No |
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https://developer.mozilla.org/en-US/docs/Web/API/WebGLShaderPrecisionFormat