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regl-project/regl

5,546JavaScriptAudience · developerComplexity · 3/5Setup · easy

TLDR

A JavaScript library that makes WebGL easier by replacing complex global state with simple, self-contained drawing commands that compile to fast GPU code.

Mindmap

mindmap
  root((repo))
    What it does
      Wraps WebGL
      Declarative commands
      GPU resources
    Tech Stack
      JavaScript
      WebGL
      npm
    Use Cases
      3D visualization
      Shader effects
      Browser animation
    Audience
      Web developers
      Graphics coders
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Things people build with this

USE CASE 1

Build interactive 3D data visualizations that run in the browser using GPU acceleration via WebGL.

USE CASE 2

Create particle systems or custom shader effects without managing raw WebGL state manually.

USE CASE 3

Write a browser-based game or animation loop with high-performance GPU-accelerated rendering.

Tech stack

JavaScriptWebGL

Getting it running

Difficulty · easy Time to first run · 30min

Install via npm or a script tag, no build tools or external services required.

License not specified in the explanation.

In plain English

Regl is a JavaScript library for writing graphics programs that run in the browser using WebGL. WebGL is the browser's interface to the GPU, which lets you draw 2D and 3D visuals at high speed. Working with raw WebGL involves tracking a lot of global state that changes from one drawing operation to the next, which makes code difficult to follow and easy to break. Regl addresses this by replacing that global state model with two simpler concepts: resources and commands. A resource is a reference to something stored on the GPU, like a texture image or a buffer of vertex positions. A command is a complete, self-contained description of a single drawing operation, including the shader code, the geometry data, and any per-call parameters. You define a command once, and then call it each frame with whatever changing inputs it needs. Because each command is a plain JavaScript object, regl can compile it into optimized code before any drawing happens. This means you write declarative, readable code without giving up runtime performance. The library also runs validation checks in development mode to catch mistakes early, and strips those checks out when you build for production. Regl has no dependencies, so adding it to a project is straightforward via npm or a script tag. It does not include a scene graph, a math library, or any game-engine features. The design is deliberately narrow: it wraps WebGL closely and exposes all WebGL capabilities, including extensions like instanced rendering and multiple render targets, without abstracting them away. The project has over 30,000 unit tests, above 95% code coverage, and runs continuous benchmarks to catch performance regressions. It follows semantic versioning for long-term API stability.

Copy-paste prompts

Prompt 1
Using the regl library, write a WebGL command that draws a rotating 3D cube with a vertex shader and fragment shader.
Prompt 2
Show me how to use regl to create a particle system with 10,000 points that move toward the mouse position each frame.
Prompt 3
Using regl, set up a ping-pong framebuffer loop for a GPU-based fluid simulation running entirely on the graphics card.
Prompt 4
How do I load an image as a texture in regl and display it on a full-screen quad with nearest-neighbor filtering?
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