`worldViewProjection` doesn't work for a single component I have implemented a couple of classes which are drawn using shaders where the vertex position is always calculated the same way:

gl_Position = u_worldViewProjection * a_position;

The u_worldViewProjection-uniform is calculated using a viewProjectionMatrix which comes from a camera class. This is how I calculate the viewProjectionMatrix:

const projectionMatrix = mat4.create();
mat4.perspective(projectionMatrix, this._fieldOfViewRadians, this._aspect, this._zNear, this._zFar);
mat4.rotateY(projectionMatrix, projectionMatrix, MathHelper.degToRad(this._cameraAngleDeg));

// Setup camera
const cameraMatrix = mat4.create();
const up = vec3.fromValues(0, 1, 0);
mat4.lookAt(cameraMatrix, this._cameraPosition, this._viewDirection, up);

const viewProjectionMatrix = mat4.create();
mat4.multiply(viewProjectionMatrix, projectionMatrix, cameraMatrix);

return viewProjectionMatrix;


After that I would draw some component where I would set the u_worldViewProjection-uniform something like this:

protected _calculateMatrixData(viewProjectionMatrix: mat4): void {
// Set the world-matrix aka model matrix, position rotation and scaling
const worldMatrix = mat4.create();
mat4.translate(worldMatrix, worldMatrix, this.translation);
mat4.scale(worldMatrix, worldMatrix, vec3.fromValues(this._scale[0], this._scale[1], this._scale[2]));
mat4.rotateX(worldMatrix, worldMatrix, MathHelper.degToRad(this._rotationAngleDegree[0]));
mat4.rotateY(worldMatrix, worldMatrix, MathHelper.degToRad(this._rotationAngleDegree[1]));
mat4.rotateZ(worldMatrix, worldMatrix, MathHelper.degToRad(this._rotationAngleDegree[2]));

this._worldMatrixData.value = worldMatrix;

// Create worldViewProjection matrix
const worldViewProjectionMatrix = mat4.create();
mat4.multiply(worldViewProjectionMatrix, viewProjectionMatrix, worldMatrix);
// ...
// set the uniforms some time later


Until now this worked for every object. Now I introduced a new shader-pair:

vertex shader:

#version 300 es

in vec4 a_position;
uniform mat4 u_worldViewProjection;

void main() {

  gl_PointSize = 10.5;
  gl_Position = u_worldViewProjection * a_position;
}


fragment shader:

#version 300 es

// Set fragment shader's precision to "medium precision"
precision mediump float;

out vec4 outColor;

void main() {
  outColor = vec4(1, 0, 0.1, 0.5);
}


Seems simple. The problem is those do not render the component. I did realize that the component is being drawn if I omit the u_worldViewProjection in the gl_Position calculation.

gl_Position = a_position;

The above snippet will draw the component, but of course this will not take any changes in account that were made to the camera. Thus I guess that my u_worldViewProjection is the source of the false behaviour.

This is how I calculate the worldViewProjectionMatrix for the above shaders:

const worldMatrix = mat4.create();
mat4.scale(worldMatrix, worldMatrix, vec3.fromValues(1.0, 1.0, 1.0));

// Create worldViewProjection matrix
const worldViewProjectionMatrix = mat4.create();
mat4.multiply(worldViewProjectionMatrix, viewProjectionMatrix, worldMatrix);


The resulting matrix is not null or undefined.

I know it is kind of impossible to point out the origin of the problem but maybe there some approach to find the source or maybe I am doing something completely wrong?

Any help would be appreciated. If there is some other information I should provide please let me know.
This was entirely my fault. I simply forgot to set the uniform locations before rendering!

I implemented a function setUniformLocations() which sets the uniform locations passed to it:

public static setUniformLocations(
    gl: WebGL2RenderingContext, 
    uniforms: IUniform[], 
    program: WebGLProgram): IUniform[] {

    const vao = gl.createVertexArray();
    gl.bindVertexArray(vao);

    for (const uniform of uniforms) {
        uniforms.find((u) =&gt; u.name === uniform.name).location = gl.getUniformLocation(program, uniform.name);
    }

    return uniforms;
}


I normally call this function in the constructor of the according class.

this._uniforms = GLHelper.setUniformLocations(this.gl, this._uniforms, this._program);


This time I forgot.