Browser-based video compositor built on WebGPU
GitHub: https://github.com/Sportinger/MasterSelects I built this Browser-based video compositor with a GPU-first architecture. No Canvas 2D in the rendering path — video textures go in as texture_external (zero-copy), compositing runs through a ping-pong WGSL shader pipeline, and export captures frames directly from the GPU canvas via WebCodecs. 39 GPU effects, 37 blend modes, nested compositions, keyframe animation with bezier curves, vector masks, 10-band live EQ, video scopes, and AI-driven editing via GPT function calling. 13 production dependencies. The compositor,…
Browser-based video compositor built on WebGPU launched on February 10, 2026 with 5 votes, #1,883 of 16,628 launches that month and more than 75% of that year's launches.
What it does
Professional browser-based video editor with WebGPU rendering, multicam support, and AI-powered editing tools.
Professional media editor with local-first WebGPU rendering, audio tools, AI control, vector animation, and 3D support. After the app loads, all tools are available via window.aiTools : This application requires JavaScript and WebGPU (Chrome/Edgefrom masterselects.com
In the maker’s words, at launch
GitHub: https://github.com/Sportinger/MasterSelects I built this Browser-based video compositor with a GPU-first architecture. No Canvas 2D in the rendering path — video textures go in as texture_external (zero-copy), compositing runs through a ping-pong WGSL shader pipeline, and export captures…
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ChartGPU – WebGPU-powered charting library (1M points at 60fps)Jan 2026 · github.com · ▲670Creator here. I built ChartGPU because I kept hitting the same wall: charting libraries that claim to be "fast" but choke past 100K data points. The core insight: Canvas2D is fundamentally CPU-bound. Even WebGL chart libraries still do most computation on the CPU. So I moved everything to the GPU via WebGPU: - LTTB downsampling runs as a compute shader - Hit-testing for tooltips/hover is GPU-accelerated - Rendering uses instanced draws (one draw call per series) The result: 1M points at 60fps with smooth zoom/pan. Live demo:…
I've made a Monte-Carlo raytracer for glTF scenes in WebGPU2024 · github.com · ▲131This is a GPU "software" raytracer (i.e. using manual ray-scene intersections and not RTX) written using the WebGPU API that renders glTF scenes. It supports many materials, textures, material & normal mapping, and heavily relies on multiple importance sampling to speed up convergence.
Free and open-source home for art made with code2018 · shadergif.com · ▲144Browse and share GPU-made GIFs. Explore GLSL shader experiments, search by topic, and open any piece in the editor to learn or remix.
GPT-2 implemented using graphics shaders2025 · github.com · ▲228Back in the old days, people used to do general-purpose GPU programming by using shaders like GLSL. This is what inspired NVIDIA (and other companies) to eventually create CUDA (and friends). This is an implementation of GPT-2 using WebGL and shaders. Enjoy!
a Rust ray tracer that runs on any GPU – even in the browserNov 2025 · github.com · ▲95I’ve been experimenting with Rust lately and wanted a project that would help me explore some of its lower-level and performance-oriented features. Inspired by Sebastian Lague’s videos, I decided to implement my own ray tracer from scratch. The initial goal was just to render a simple 3D scene in the browser at a reasonable frame rate. It evolved into a small renderer that can: • Run locally or on the web using wgpu and WebAssembly • Perform mesh rendering with a Bounding Volume Hierarchy (BVH) for acceleration • Simulate both direct and indirect illumination for photorealistic results • Be…
WebGPU Tech Demo2024 · gnikoloff.github.io · ▲141WebGPU tech demo running in modern browsers showcasing various rendering techniques like deferred rendering with 400+ dynamic lights, Hi-Z screen space reflections and cascaded shadow mapping.
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