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webgpu-instanced-lines

v1.1.0

Published

GPU-accelerated line rendering for WebGPU with joins and caps

Readme

WebGPU Instanced Lines

lines

API documentation →

Live example →

All examples →

npm package →

High-performance, flexible GPU-accelerated line rendering for WebGPU. A direct port of regl-gpu-lines to WebGPU.

For background on GPU line rendering, see Matt DesLauriers' Drawing Lines is Hard and Rye Terrell's Instanced Line Rendering.

Installation

npm install webgpu-instanced-lines

Usage

import { createGPULines } from "webgpu-instanced-lines";

const gpuLines = createGPULines(device, {
  format: canvasFormat,
  join: "round",
  cap: "round",
  vertexShaderBody: /* wgsl */ `
    @group(1) @binding(0) var<storage, read> positions: array<vec4f>;

    struct Vertex {
      position: vec4f,
      width: f32,
    }

    fn getVertex(index: u32) -> Vertex {
      return Vertex(positions[index], 20.0 * ${devicePixelRatio.toFixed(1)});
    }
  `,
  fragmentShaderBody: /* wgsl */ `
    fn getColor(lineCoord: vec2f) -> vec4f {
      return vec4f(0.2, 0.5, 0.9, 1.0);
    }
  `,
});

// In render loop:
gpuLines.draw(
  pass,
  {
    vertexCount: numPoints,
    resolution: [canvas.width, canvas.height],
  },
  [dataBindGroup],
);

API Reference

See docs/API.md for full API documentation.

How It Works

The renderer uses instanced rendering with triangle strips. For a line with N points, it draws N-1 instances, where each instance renders one line segment plus half of the join geometry on each end. End caps are simply joins stretched around to form a cap.

The geometry is carefully generated to optimize for high-performance rendering without the full rigor of stroke expansion algorithms, which handle self-intersection more carefully. The lineCoord varying is constructed so that length(lineCoord) gives consistent radial distance from the line center across both segments and caps, permitting uniform stroke widths.

Features

  • Instanced rendering with triangle strips
  • Screen-projected lines using a custom vertex function that can read geometry from buffers, textures, or procedural computation
  • Bevel, miter, and round joins
  • Round, square, and butt end caps
  • Line breaks via w = 0 sentinel value
  • A lineCoord varying that can be used to construct SDF stroke outlines with anti-aliasing

Limitations

  • Does not apply special handling for self-intersecting lines.
  • Does not implement dashed lines (though you can compute a line distance attribute and implement dashes)
  • Does not implement stroke borders (though it exposes lineCoord to make it straightforward)
  • World-space line widths require custom computation in the vertex shader function.
  • Does not implement arcs end cap type.
  • Rapidly varying line widths render incorrectly.

Examples

See the examples directory for working examples. Each demonstrates a different feature:

  • basic - Simple sine wave with round joins and caps
  • closed-loop - Seven-sided star (closed path)
  • variable-width - Per-vertex width with cosine function
  • border - SDF border effect with mouse interaction
  • dash - Dashing with cumulative distance tracking
  • multiple - Multiple separate lines with line breaks
  • depth - Blended closed loop with transparency
  • msaa - 4x multi-sample anti-aliasing
  • lorenz - A strange attractor, iterated in a compute shader, with vertex positions computed from buffer lookups and rendered in a single draw call

License

© 2026 Ricky Reusser. MIT License.