WebGPU tutorials inspired by LearningWebGL.com, covering both WGSL and GLSL/SPIR-V shader languages.
LearningWebGPU is a tutorial series that teaches developers how to use the WebGPU API for modern graphics and compute programming in web browsers. It provides structured lessons that cover fundamental concepts, from setting up a WebGPU context to rendering 3D objects with textures and interactivity. The tutorials are inspired by the classic LearningWebGL.com approach, updated for the next-generation graphics standard.
Web developers, graphics programmers, and students who want to learn WebGPU for creating high-performance GPU-accelerated applications in the browser.
Developers choose LearningWebGPU for its clear, progressive tutorials that support both WGSL and GLSL/SPIR-V shader languages, making it easier to transition from WebGL or explore modern GPU programming paradigms.
WebGPU tutorials inspired by LearningWebGL.com. Use both WGSL and GLSL/SPIR-V.
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The tutorials start with basic triangle rendering and advance to 3D objects and textures, as shown in the lesson directory from Lesson 0 to Lesson 6, providing a structured approach for beginners.
Originally supported both WGSL and GLSL compiled to SPIR-V, with a dedicated branch for each, offering flexibility for learners transitioning from WebGL or exploring different shader languages.
Features an unofficial Chinese translation of the WebGPU explainer specification, making it accessible to Chinese-speaking developers who may find English resources challenging.
Each lesson includes working code samples, such as those in the 'Code' directories, enabling practical learning and immediate experimentation with WebGPU concepts.
Several lessons, like Lessons 3 to 6, have tutorials listed without completion or links, indicating they are unfinished, which can disrupt the learning progression and leave gaps in knowledge.
The GLSL->SPIR-V branch is marked as deprecated in the README, reducing support for developers who prefer GLSL and forcing reliance on WGSL or external tools for shader compilation.
Focuses on foundational graphics concepts and may not cover advanced WebGPU features like compute pipelines or performance optimization, making it less suitable for complex, production-level applications.