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