Introduction to WebGL shaders
June 16, 2025
WebGL shaders are a powerful instrument that enables us to do things that are not possible on the native web. When I started coding in JavaScript, I randomly came across the Bruno Simon portfolio, and it blew my mind. If you’ve ever wondered how to implement those 3D interactions, you've come to the right place. Now, we'll dive into WebGL shaders and how to apply them in JavaScript.
What are WebGL Shaders?
Firstly, let's understand what we are dealing with.
WebGL, short for Web Graphics Library, is a JavaScript API that allows you to render 3D graphics in a web browser. Shaders are small programs that run on your GPU and determine the final look of your graphics.
There are two main types of shaders:
- Vertex Shaders: Processes each vertex's attributes (position, color, texture) in 3D models, transforming them to screen coordinates in the rendering pipeline.
- Fragment Shaders: Calculates the color and other attributes of each pixel, determining the final appearance of surfaces in a rendered image.
In this article, we will focus on the fragment shaders, which is where most of the visual magic happens.

Setting up the project
We'll start with a simple HTML file. Create an index.html file with the following structure:
This sets up a full-screen canvas where we will render our shader.
Adding the JavaScript
Now, let's create a main.js file. This will contain the code to initialize WebGL, compile the shader, and render it to the canvas. Let's break it down step by step.
First, we need to get a WebGL rendering context from the canvas.
We create a reference to our canvas element and attempt to get a WebGL rendering context. This context is necessary for all WebGL operations, as it allows us to call WebGL functions to set up shaders, buffers, and draw operations. We use getContext("webgl")
and fall back to experimental-webgl if necessary. If neither context is available, we alert the user.
Fetch and compile shaders
Next, we'll compile the shader code.
Create a new file called shader.glsl and insert this code for a fragment shader I found on shadertoy.com, credits to Danilo Guanabara:
We fetch the fragment shader code from an external file and compile both vertex and fragment shaders. They need to be compiled from source code into a form the GPU can execute. The vertex shader positions vertices and the fragment shader determines pixel colors. We use fetch to load the shader code and WebGL functions createShader, shaderSource, and compileShader to compile it. Errors are logged if compilation fails.
Link shaders into a program
With our shaders compiled, we need to link them into a WebGL program.
We link the compiled vertex and fragment shaders into a single program. Linking creates a complete GPU program that combines the vertex and fragment shaders, allowing them to work together. We use createProgram, attachShader, and linkProgram to link the shaders. If linking fails, an error is logged.
Create and bind Buffers
We need to set up a buffer with vertex positions and instruct WebGL to draw the scene.
We create a buffer to hold the vertex positions and bind it to the attribute in our vertex shader. Buffers store vertex data that the GPU uses to render shapes. We need to pass this data to the vertex shader. We use createBuffer, bindBuffer, and bufferData to create and fill the buffer. We then use getAttribLocation, enableVertexAttribArray, and vertexAttribPointer to bind the buffer to the shader attribute.
Set Uniforms and Render
Finally, let's write the rendering loop. This will update the time uniform and draw the shader to the screen.
We set the values for the uniform variables iResolution and iTime and start the rendering loop. Uniforms provide data that is constant across a single draw call. We use them to pass the canvas size and current time to the shader. We use getUniformLocation, uniform2f, and uniform1f to set the uniform values. The render function updates these values and draws the scene. The resizeCanvas function ensures the canvas size matches the window size, and requestAnimationFrame keeps the render loop running.
Bringing It All Together
Your main.js file should look like this:
Result
If you followed all these steps, you can now open your index.html file in the browser and you should be able to see this wonderful animated shader rendered in a canvas element:

Facts, Tips & Conclusions
- WebGL was developed by the Khronos Group, the same folks behind OpenGL.
- Shaders can be extremely powerful, but they also come with performance caveats. Overusing complex shaders can slow down your application, especially on lower-end devices.
- WebGL 2.0 offers enhanced features like multiple render targets and 3D textures compared to its predecessor, WebGL 1.0.
- Always optimize your shaders by minimizing calculations inside loops and avoiding unnecessary operations.
- Debugging shaders can be tricky. Tools like WebGL Inspector and Chrome’s built-in WebGL debugging can be lifesavers.
- MDN WebGL API documentation
- MDN GLSL shaders documentation
- Check if your browser supports WebGL
- WebGL fundamentals course
- Awwwards inspiration websites using WebGL
- WebGL 3D Graphics Explained in 100 Seconds
Here is a Codesandbox with the full working code. Happy hacking!