wgsl — consolidated language guide — DedSec Project
wgsl — consolidated language guide WGSL Typical use: Graphics shader languages. Suggested file extension: .wgsl . How to run / environment: Use in a WebGPU host with a render pipeline…
WGSL
Typical use: Graphics shader languages.
Suggested file extension: .wgsl.
How to run / environment: Use in a WebGPU host with a render pipeline.
Starter example
@fragment
fn main() -> @location(0) vec4f {
return vec4f(0.2, 0.5, 0.8, 1.0);
}
How to read it
WebGPU shaders require host-side binding and pipeline setup.
Common pitfall
WebGPU shaders require host-side binding and pipeline setup.
WGSL — Expanded practice workbook
Read the baseline source
@fragment
fn main() -> @location(0) vec4f {
return vec4f(0.2, 0.5, 0.8, 1.0);
}
Relevant environment: Use in a WebGPU host with a render pipeline.. Verify that the matching compiler, host or simulator is available before treating output as authoritative. For scripts that can interact with personal files or systems, use a scratch workspace and read-only fixtures by default.
Detailed working objective
Build a @fragment function returning @location(0) vec4f from UV input and confirm clipping/range behavior. Validate binding group declarations with the WebGPU host.
The failure that must be understood
WGSL has explicit address spaces and validation rules; browser/device feature support may reject a pipeline even when the source appears well typed.
WGSL — Focused mastery pathway
Purpose and boundary
WGSL uses explicit stage attributes. Build a WebGPU pipeline where a vertex stage supplies clip-space position and an interpolated UV; a fragment stage emits a gradient with a circular mask. The WGSL file is shader source only. A JavaScript WebGPU host must create a device, pipeline and render pass to see pixels.
Minimal paired shader (gradient.wgsl)
struct VertexOut {
@builtin(position) clip_pos: vec4f,
@location(0) uv: vec2f,
};
@vertex
fn vs_main(@builtin(vertex_index) index: u32) -> VertexOut {
var positions = array<vec2f, 3>(
vec2f(-1.0, -1.0), vec2f(3.0, -1.0), vec2f(-1.0, 3.0)
);
var result: VertexOut;
let p = positions[index];
result.clip_pos = vec4f(p, 0.0, 1.0);
result.uv = (p + vec2f(1.0, 1.0)) * 0.5;
return result;
}
@fragment
fn fs_main(input: VertexOut) -> @location(0) vec4f {
let uv = clamp(input.uv, vec2f(0.0), vec2f(1.0));
let d = distance(uv, vec2f(0.5, 0.5));
let inside = 1.0 - smoothstep(0.23, 0.27, d);
return vec4f(mix(vec3f(uv, 0.2), vec3f(1.0, 0.8, 0.1), inside), 1.0);
}
The oversized triangle fills the clip region when drawn with three vertices. The vertex_index must remain in [0,2]; drawing more than three vertices would index outside the array. The fragment output format must match the host pipeline target.
Reproducible checks
- Create a pipeline using entry points vs_main and fs_main, a compatible canvas format and draw(3). Inspect pipeline validation errors before investigating colors.
- Deliberately change the fragment input location to 1 while leaving vertex output at 0; record the stage-interface validation failure.
- At UV (0.5,0.5), inside is 1; at UV (0,0) it is 0. The transition covers distances 0.23 to 0.27.
- If a device is unavailable, report navigator.gpu/device acquisition failure separately from shader source errors.
- As an extension, add a uniform with @group(0) @binding(0) and a matching pipeline bind-group layout. A declared binding alone does not create the resource.
Evidence
Save WGSL and host source, browser version, adapter/device details, exact pipeline diagnostics and a rendered screenshot. Static reading or API validation without a draw pass is not proof of visible output.