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WebGPU Shading Language

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WebGPU Shading Language
Latest versionW3C Candidate recommendation
(As of 2025)
Organization
Committee
  • GPU for the Web WG
  • GPU for the Web CG
Editors
Domain

WebGPU Shading Language (WGSL) is a high-level shading language with a syntax inspired by Rust.[1] It was initially developed by the W3C GPU for the Web Community Group to provide developers with a modern, safe, and portable shading language for the WebGPU API.[2] WGSL is designed to be compiled to SPIR-V or other intermediate representations, enabling execution across different graphics hardware while maintaining security and portability requirements essential for web applications.[1]

Background

Traditional web graphics programming relied on WebGL, which used GLSL ES for shader programming. However, as web applications became more sophisticated and demanded better performance, the need for a more modern graphics API became apparent.[3] WebGPU was developed to address these needs, providing access to modern GPU features while maintaining the security and portability requirements of the web platform.[2]

Shader Types

WGSL supports multiple shader stages:[1]

Vertex Shaders

Process individual vertices, transforming positions and computing per-vertex data for rasterization.[1]

Fragment Shaders

Execute for each fragment, computing final color values and depth information.[1]

Compute Shaders

Perform general-purpose parallel computations on the GPU, supporting various algorithms beyond traditional graphics rendering.[1]

See also

  • WebGPU, the graphics API that uses WGSL
  • SPIR-V, intermediate shader representation
  • W3C, the organization developing WebGPU and WGSL

Other shading languages

References

  1. ^ a b c d e f "WebGPU Shading Language". W3C. Retrieved 2024-01-20.
  2. ^ a b "WebGPU Explainer". W3C GPU for the Web Community Group. Retrieved 2024-01-20.
  3. ^ "WebGPU". W3C. Retrieved 2024-01-20.