files/en-us/web/api/webgl_draw_buffers/index.md
{{APIRef("WebGL")}}
The WEBGL_draw_buffers extension is part of the WebGL API and enables a fragment shader to write to several textures, which is useful for deferred shading, for example.
WebGL extensions are available using the {{domxref("WebGLRenderingContext.getExtension()")}} method. For more information, see also Using Extensions in the WebGL tutorial.
[!NOTE] This extension is only available to {{domxref("WebGLRenderingContext", "WebGL1", "", 1)}} contexts. In {{domxref("WebGL2RenderingContext", "WebGL2", "", 1)}}, the functionality of this extension is available on the WebGL2 context by default. In WebGL 2, the constants are available without the "WEBGL" suffix and the new GLSL built-ins require GLSL
#version 300 es.
This extension exposes new constants, which can be used in the {{domxref("WebGLRenderingContext.framebufferRenderbuffer()", "gl.framebufferRenderbuffer()")}}, {{domxref("WebGLRenderingContext.framebufferTexture2D()", "gl.framebufferTexture2D()")}}, {{domxref("WebGLRenderingContext.getFramebufferAttachmentParameter()", "gl.getFramebufferAttachmentParameter()")}} {{domxref("WEBGL_draw_buffers.drawBuffersWEBGL()", "ext.drawBuffersWEBGL()")}}, and {{domxref("WebGLRenderingContext.getParameter()", "gl.getParameter()")}} methods.
ext.COLOR_ATTACHMENT0_WEBGL, ext.COLOR_ATTACHMENT1_WEBGL, ext.COLOR_ATTACHMENT2_WEBGL, ext.COLOR_ATTACHMENT3_WEBGL, ext.COLOR_ATTACHMENT4_WEBGL, ext.COLOR_ATTACHMENT5_WEBGL, ext.COLOR_ATTACHMENT6_WEBGL, ext.COLOR_ATTACHMENT7_WEBGL, ext.COLOR_ATTACHMENT8_WEBGL, ext.COLOR_ATTACHMENT9_WEBGL, ext.COLOR_ATTACHMENT10_WEBGL, ext.COLOR_ATTACHMENT11_WEBGL, ext.COLOR_ATTACHMENT12_WEBGL, ext.COLOR_ATTACHMENT13_WEBGL, ext.COLOR_ATTACHMENT14_WEBGL, ext.COLOR_ATTACHMENT15_WEBGL
ext.DRAW_BUFFER0_WEBGL, ext.DRAW_BUFFER1_WEBGL, ext.DRAW_BUFFER2_WEBGL, ext.DRAW_BUFFER3_WEBGL, ext.DRAW_BUFFER4_WEBGL, ext.DRAW_BUFFER5_WEBGL, ext.DRAW_BUFFER6_WEBGL, ext.DRAW_BUFFER7_WEBGL, ext.DRAW_BUFFER8_WEBGL ext.DRAW_BUFFER9_WEBGL, ext.DRAW_BUFFER10_WEBGL, ext.DRAW_BUFFER11_WEBGL, ext.DRAW_BUFFER12_WEBGL, ext.DRAW_BUFFER13_WEBGL, ext.DRAW_BUFFER14_WEBGL, ext.DRAW_BUFFER15_WEBGL
ext.MAX_COLOR_ATTACHMENTS_WEBGL
ext.MAX_DRAW_BUFFERS_WEBGL
This extension exposes one new method.
Enabling the extension:
const ext = gl.getExtension("WEBGL_draw_buffers");
Binding multiple textures (to a tx[] array) to different framebuffer color attachments:
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT0_WEBGL,
gl.TEXTURE_2D,
tx[0],
0,
);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT1_WEBGL,
gl.TEXTURE_2D,
tx[1],
0,
);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT2_WEBGL,
gl.TEXTURE_2D,
tx[2],
0,
);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
ext.COLOR_ATTACHMENT3_WEBGL,
gl.TEXTURE_2D,
tx[3],
0,
);
Mapping the color attachments to draw buffer slots that the fragment shader will write to using gl_FragData:
ext.drawBuffersWEBGL([
ext.COLOR_ATTACHMENT0_WEBGL, // gl_FragData[0]
ext.COLOR_ATTACHMENT1_WEBGL, // gl_FragData[1]
ext.COLOR_ATTACHMENT2_WEBGL, // gl_FragData[2]
ext.COLOR_ATTACHMENT3_WEBGL, // gl_FragData[3]
]);
Shader code that writes to multiple textures:
<script type="x-shader/x-fragment">
#extension GL_EXT_draw_buffers : require
precision highp float;
void main(void) {
gl_FragData[0] = vec4(0.25);
gl_FragData[1] = vec4(0.5);
gl_FragData[2] = vec4(0.75);
gl_FragData[3] = vec4(1.0);
}
</script>
{{Specifications}}
{{Compat}}