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>WebGPU support was not detected in your browser.

>For information on how to set up your browser to run WebGPU code, please see the instructions linked on the @compute.toys homepage.

Uh, where would those instructions be? A link in this popup itself would be easier.



@compute.toys is an experimental editor for WebGPU compute shaders. At this time, only Chrome (v113+) is supported, as WebGPU is not yet fully supported by other browsers.


It's also not working on Chrome Beta on Linux with Intel Graphics.

Which I find funny because I've been playing with WebGPU native with both Dawn and WGPU and they both seem to work fine outside of the browser.


macOS and Windows are tier 1, Android tier 2, and GNU/Linux will eventually be supported.

Ironic for a company that uses so much Linux based systems.


> I've been playing with WebGPU native with both Dawn and WGPU and they both seem to work fine outside of the browser

1. WGPU only has an API inspired by WebGPU, it is not WebGPU itself.

2. WebGPU is an API, not a library. Just because you've been using libraries that implement WebGPU outside of the browser doesn't mean the browser can just link to WebGPU.

With that said, I think Chrome does use Dawn.


As a Firefox user, I also got this.

It would be nicer if it could just give the warning and then disable trying to run the shaders, but still let me explore and possibly learn something.


That's what it did for me (Edge). I just clicked to dismiss the dialog and then you can still browse the site, read the shader code and so on.


I think for learning and exploring shaders, shadertoy.com might be your go to source.




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