WebGL2RenderingContext: framebufferTextureLayer() method
  The WebGL2RenderingContext.framebufferTextureLayer()
  method of the WebGL 2 API attaches a single
  layer of a texture to a framebuffer.
  This method is similar to WebGLRenderingContext.framebufferTexture2D(),
  but only a given single layer of the texture level is attached to the attachment point.
Syntax
js
framebufferTextureLayer(target, attachment, texture, level, layer)
Parameters
target- 
    
A
GLenumspecifying the binding point (target). Possible values:- 
        
gl.FRAMEBUFFER: Collection buffer data storage of color, alpha, depth and stencil buffers used to render an image. gl.DRAW_FRAMEBUFFER: Equivalent togl.FRAMEBUFFER.gl.READ_FRAMEBUFFER: Used as a source for reading operations.
 - 
        
 attachment- 
    
A
GLenumspecifying the attachment point for thetexture. Possible values:- 
        
gl.COLOR_ATTACHMENT{0-15}: Attaches the texture to one of the framebuffer's color buffers. - 
        
gl.DEPTH_ATTACHMENT: Attaches the texture to the framebuffer's depth buffer. - 
        
gl.STENCIL_ATTACHMENT: Attaches the texture to the framebuffer's stencil buffer. gl.DEPTH_STENCIL_ATTACHMENT: depth and stencil buffer.
 - 
        
 texture- 
    
A
WebGLTextureobject whose image to attach. level- 
    
A
GLintspecifying the mipmap level of the texture image to attach. layer- 
    
A
GLintspecifying the layer of the texture image to attach. 
Return value
None (undefined).
Examples
js
gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, 0, 8);
Specifications
| Specification | 
|---|
| WebGL 2.0 Specification  # 3.7.4  | 
Browser compatibility
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