sample/js/uniformArray.js
function initShaders() {
  var fragmentShader = getShader(gl, fragmentShaderSource, false);
  var vertexShader = getShader(gl, vertexShaderSource, true);

  // Create the shader program

  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);

  // If creating the shader program failed, alert

  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    alert("Unable to initialize the shader program: " + gl.getProgramInfoLog(shader));
  }

  gl.useProgram(shaderProgram);

  vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
  gl.enableVertexAttribArray(vertexPositionAttribute);
}
function initShaders() {
  var fragmentShader = getShader(gl, fragmentShaderSource, false);
  var vertexShader = getShader(gl, vertexShaderSource, true);

  // Create the shader program

  shaderProgram = gl.createProgram();
  gl.attachShader(shaderProgram, vertexShader);
  gl.attachShader(shaderProgram, fragmentShader);
  gl.linkProgram(shaderProgram);

  // If creating the shader program failed, alert

  if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    alert("Unable to initialize the shader program: " + gl.getProgramInfoLog(shader));
  }

  gl.useProgram(shaderProgram);

  vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
  gl.enableVertexAttribArray(vertexPositionAttribute);
}
function initShaders ( ) { var fragmentShader = getShader ( gl , fragmentShaderSource , false ) ; var vertexShader = getShader ( gl , vertexShaderSource , true ) ; // Create the shader program shaderProgram = gl . createProgram ( ) ; gl . attachShader ( shaderProgram , vertexShader ) ; gl . attachShader ( shaderProgram , fragmentShader ) ; gl . linkProgram ( shaderProgram ) ; // If creating the shader program failed, alert if ( ! gl . getProgramParameter ( shaderProgram , gl . LINK_STATUS ) ) { alert ( "Unable to initialize the shader program: " + gl . getProgramInfoLog ( shader ) ) ; } gl . useProgram ( shaderProgram ) ; vertexPositionAttribute = gl . getAttribLocation ( shaderProgram , "aVertexPosition" ) ; gl . enableVertexAttribArray ( vertexPositionAttribute ) ; }
initShaders  Initialize the shaders, so WebGL knows how to light our scene.
initShaders Initialize the shaders so WebGL knows how to light our scene .