The cover wall's shaders ported line for line, as the comments in the listing show. The traps are constructs that look the same and are not:
Coordinates. A fragment's @builtin(position) counts pixels from the top left, gl_FragCoord from the bottom left. Clip-space z runs from 0 to 1, not -1 to 1, so OpenGL-style projection matrices need a new z row.
Textures. texture() becomes textureSample(t, s, uv) with a separate sampler, allowed only in uniform control flow (Built-in Functions); textureLod() becomes textureSampleLevel(), texelFetch() textureLoad().
Uniforms. Loose uniform variables move into a var<uniform> struct laid out by Arrays and Alignment's rules.
Operators. c ? a : b becomes select(b, a, c), false value first; atan(y, x) is atan2; gl_VertexID is vertex_index, a u32; integers need f32() before mixing with floats.
The remainder operator breaks ports silently, because GLSL's mod() floors while WGSL's % truncates:
// out: 2 x f32
@group(0) @binding(0) var<storage, read_write> out: array<f32>;
@compute @workgroup_size(1) fn main() {
let x = -1.5;
out[0] = x % 1.0; // WGSL %: takes the sign of x, like C's fmod()
out[1] = x - 1.0 * floor(x / 1.0); // what GLSL's mod(x, 1.0) returns
}out: -0.5, 0.5 gpu: 0.00 ms (median of 5)
A tiling shader that relied on mod() for negative coordinates now wraps the wrong way, so port it as a mod_glsl() helper with the floor formula. For large codebases, the naga CLI (cargo install naga-cli) converts between shader languages, but its GLSL front end accepts only GLSL 440+ with Vulkan semantics, so WebGL's GLSL ES 3.00 needs #version 450 and layout(set, binding) edits first. It was not run here (no Rust toolchain on this machine); for a few dozen shaders, porting by hand in the lab is usually faster.
<!doctype html>
<style>
body { margin: 0; background: #f7f4ee; font: 14px system-ui, sans-serif; }
.stage { position: relative; width: 100%; max-width: 600px; }
.stage canvas { display: block; width: 100%; }
.stage canvas + canvas { position: absolute; inset: 0; pointer-events: none; }
</style>
<div class="stage">
<canvas id="view" width="600" height="330"></canvas>
<canvas id="labels" width="600" height="330"></canvas>
</div>
<script>
const canvas = document.getElementById('view');
const ink = document.getElementById('labels').getContext('2d');
function showMessage(text) { // 2D fallback when WebGPU is missing
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#fbeaea'; ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#8a2b2b'; ctx.font = '18px system-ui, sans-serif'; ctx.textAlign = 'center';
ctx.fillText(text, canvas.width / 2, canvas.height / 2);
}
// A ported tiling shader: a gradient ramp that should repeat identically every tile.
const code = /* wgsl */ `
@group(0) @binding(0) var<uniform> useGlslMod: u32;
fn mod_glsl(x: vec2f, y: f32) -> vec2f { return x - y * floor(x / y); } // what GLSL's mod() returns
struct Out { @builtin(position) pos: vec4f, @location(0) world: vec2f }
@vertex fn vs(@builtin(vertex_index) v: u32) -> Out {
let q = vec2f(f32(v & 1), f32(v >> 1)) * 2 - 1;
return Out(vec4f(q, 0, 1), q * vec2f(2.2, 1.6)); // world coordinates straddle 0
}
@fragment fn fs(in: Out) -> @location(0) vec4f {
let t = select(in.world % 1.0, mod_glsl(in.world, 1.0), useGlslMod == 1u); // % takes the sign of x
let ramp = vec3f(0.08, 0.40, 0.75) * (1 - t.x) + vec3f(0.98, 0.85, 0.40) * t.x;
let wrong = f32(t.x < 0 || t.y < 0); // negative fractions: the port broke here
let axis = f32(abs(in.world.x) < 0.02 || abs(in.world.y) < 0.02);
return vec4f(mix(mix(ramp * (0.8 + 0.2 * abs(t.y)), vec3f(0.85, 0.25, 0.2), wrong * 0.6), vec3f(0.1), axis), 1);
}`;
const lab = /* wgsl */ `
@group(0) @binding(0) var<storage, read_write> out: array<f32>;
@compute @workgroup_size(1) fn main() {
let x = -1.5;
out[0] = x % 1.0; // WGSL %: takes the sign of x, like C's fmod()
out[1] = x - 1.0 * floor(x / 1.0); // what GLSL's mod(x, 1.0) returns
}`;
async function main() {
const adapter = await navigator.gpu?.requestAdapter();
if (!adapter) return showMessage('WebGPU is not available in this browser');
const device = await adapter.requestDevice();
const context = canvas.getContext('webgpu');
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({ device, format });
const B = GPUBufferUsage;
const module = device.createShaderModule({ code });
const pipeline = device.createRenderPipeline({ layout: 'auto', primitive: { topology: 'triangle-strip' },
vertex: { module }, fragment: { module, targets: [{ format }] } });
const groups = [0, 1].map((flag) => {
const b = device.createBuffer({ size: 4, usage: B.UNIFORM | B.COPY_DST });
device.queue.writeBuffer(b, 0, new Uint32Array([flag]));
return device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: b } }] });
});
const out = device.createBuffer({ size: 8, usage: B.STORAGE | B.COPY_SRC });
const read = device.createBuffer({ size: 8, usage: B.COPY_DST | B.MAP_READ });
const compute = device.createComputePipeline({ layout: 'auto', compute: { module: device.createShaderModule({ code: lab }) } });
const encoder = device.createCommandEncoder();
const cp = encoder.beginComputePass();
cp.setPipeline(compute);
cp.setBindGroup(0, device.createBindGroup({ layout: compute.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: out } }] }));
cp.dispatchWorkgroups(1); cp.end();
const pass = encoder.beginRenderPass({ colorAttachments: [{ view: context.getCurrentTexture().createView(),
clearValue: [0.97, 0.96, 0.93, 1], loadOp: 'clear', storeOp: 'store' }] });
pass.setPipeline(pipeline);
[0, 1].forEach((flag) => { pass.setViewport(10 + flag * 295, 40, 285, 220, 0, 1); pass.setBindGroup(0, groups[flag]); pass.draw(4); });
pass.end();
encoder.copyBufferToBuffer(out, 0, read, 0, 8);
device.queue.submit([encoder.finish()]);
await read.mapAsync(GPUMapMode.READ);
const [wgsl, glsl] = new Float32Array(read.getMappedRange());
read.unmap();
ink.font = '12.5px ui-monospace, monospace'; ink.fillStyle = '#222';
ink.fillText('world % 1.0 (direct port)', 12, 30);
ink.fillText('mod_glsl(world, 1.0)', 307, 30);
ink.font = '12px system-ui, sans-serif'; ink.fillStyle = '#8a2b2b';
ink.fillText('red: negative "fractions", the tiles flip left of and below the axes', 12, 280);
ink.fillStyle = '#222'; ink.font = '12.5px ui-monospace, monospace';
ink.fillText(`compute lab: -1.5 % 1.0 = ${wgsl} GLSL mod(-1.5, 1.0) = ${glsl}`, 12, 306);
ink.font = '11.5px system-ui, sans-serif'; ink.fillStyle = '#444';
ink.fillText('Other traps: @builtin(position) counts from the top left, clip z runs 0..1, select() takes the false value first.', 12, 324);
}
main();
</script>