The OpenGL ES Shading Language (also known as GLSL ES or ESSL) is based on the OpenGL Shading Language (GLSL) version 1.20.
The OpenGL ES pipeline contains a programmable vertex stage and a programmable fragment stage. The remaining stages are referred to as fixed function and the application has only limited control over their behavior. The set of compilation units for each programmable stage form a shader.
OpenGL ES 2.0 only supports a single compilation unit per shader. A program is a complete set of shaders that are compiled and linked together.
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