|Core in version||4.3|
|Core since version||2.0|
glCreateShader: Creates a shader object
GLuint glCreateShader(GLenum shaderType);
- Specifies the type of shader to be created. Must be one of GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER, or GL_COMPUTE_SHADER.
glCreateShader creates an empty shader object and returns a non-zero value by which it can be referenced. A shader object is used to maintain the source code strings that define a shader. shaderType indicates the type of shader to be created. The following types are supported:
When created, a shader object's GL_SHADER_TYPE parameter is set to the shaderType.
Like buffer and texture objects, the name space for shader objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.
Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.
This function returns 0 if an error occurs creating the shader object.
GL_INVALID_ENUM is generated if shaderType is not an accepted value.
glGetShader with a valid shader object and the parameter to be queried
glGetShaderInfoLog with a valid shader object
glGetShaderSource with a valid shader object
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