Learn WEBGL with Real Code Examples

Updated Nov 25, 2025

Explain

WebGL enables GPU-accelerated graphics in browsers.

It is a JavaScript API based on OpenGL ES 2.0/3.0.

Runs entirely inside the browser sandbox with no plugins.

Provides programmable graphics via vertex/fragment shaders.

Suitable for games, simulations, visualizations, and 3D apps.

Core Features

Vertex + Fragment shaders

GPU buffers (VBOs, IBOs)

Textures and texture sampling

Framebuffers for offscreen rendering

Depth, stencil, blending, and rasterization control

Basic Concepts Overview

Shaders - vertex/fragment programs

GLSL - shading language

Buffers - store mesh data

Textures - images for materials

Rendering pipeline - GPU-based rasterization

Project Structure

index.html - canvas + script

main.js - initialization

shaders/vertex.glsl - vertex shader

shaders/fragment.glsl - fragment shader

assets/ - textures/models

Building Workflow

Create canvas and WebGL context

Compile shaders

Upload geometry to GPU buffers

Bind textures and uniforms

Render in loop using draw calls

Difficulty Use Cases

Beginner: Draw a triangle

Intermediate: Textured 3D cube

Advanced: Lighting + materials

Expert: Full 3D engine

Auditor: GPU profiling & optimization

Comparisons

WebGL vs WebGPU: WebGPU is modern and faster; WebGL is widely supported.

WebGL vs Canvas2D: WebGL is GPU-based; Canvas2D is CPU-based.

WebGL vs OpenGL: WebGL is sandboxed; OpenGL has native access.

WebGL vs Three.js: Three.js is a high-level abstraction over WebGL.

WebGL vs Babylon.js: Babylon offers a full engine; WebGL is low-level.

Versioning Timeline

2011 – WebGL 1.0 released

2014 – Widespread browser adoption

2017 – WebGL 2.0 support

2020 – WebGPU early drafts

2023–2025 – WebGL maintained alongside WebGPU

Glossary

GLSL - GPU shader language

VBO - Vertex Buffer Object

FBO - Framebuffer Object

Uniforms - shader variables

Rasterization - converting triangles to pixels