About 7 months ago, I started designing a WebGPU library to ship performant shaders at Vercel. Today, we are announcing vgpu: a minimal WebGPU library designed for agents. But what does "designed for agents" mean? 🧵
Vercel

Aug 27, 2026 · 4:27 PM UTC

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My first attempt at this library was to design a minimal API that let me ship shaders with a few lines of code. It was the "dream api" that I always wanted, super minimal, abstracting all the verbosity away, but it came with a cost: It was hard for agents to use It had too many magical abstractions that you have to learn. That is fine for humans (you just learn it once), but my agents kept forgetting them as soon as their context got compacted It also made performance optimizations harder, since I had to "fight the library"
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I started going back and forth between abstraction levels to find the right utilities. Keeping low-level control while making it easier for agents to understand. After shipping many shaders on vercel.com, we found that allowed us to improve on performance a lot
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Agents usually just open a browser to check their work; waiting ~10 seconds to check for a syntax error is too slow. This is where the CLI helps: - `vpgu docs` and `vgpu examples` to quickly learn - `vgpu check` to validate shader code syntax
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If your agent is shipping in a cloud sandbox, it probably won't have a GPU. Usually they go, "oh I cannot render this", and give up. vgpu solves this by shipping a CPU renderer that they can install to test their code. This also makes `agent-browser --webgpu` work anywhere
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The headless renderer also lets us write tests that run on CI. ...or render our shaders as high-resolution videos locally. On Mac, rendering runs natively on Metal, so it's real GPU speed
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And finally, my favorite feature: WGSL modules. This allows us to write shaders in the WebGPU Shader Language We can now create shader libraries and registries. The WGSL code gets minified and validated at build time.
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Docs and examples are available at vgpu.sh All feedback is welcome!
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Sort replies: Relevant Recent Liked
Replying to @matiNotFound
Congrats on the release! 👏 Can’t wait to play with it, looks like it could integrate with TypeGPU rather easily
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Let’s collaborate! 🤝
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Replying to @matiNotFound
Library of the year, but how good is its performance?
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Since vgpu ships low-level primitives, you can just design the most optimal render pipeline for your use case
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Replying to @matiNotFound
All those GI and transmittance visuals are crazy good 😍
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Thanks!!!
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Replying to @matiNotFound
awfully recreated balatro fire with vgpu
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amazing!
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Replying to @matiNotFound
una locura, felicitaciones amigo! apuntaste a los problemas que valia la pena atacar, lo de renderizar headless es buenisimo. La de cosas que van a salir de aca!
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Gracias!! Agarre todas mis frustraciones y las puse en una lib 😂
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Replying to @matiNotFound
I don't use AI, I just was curious, this bug seems to be because of my integrated intel gpu inside my old pc haha.
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can you share specs of your machine?
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Replying to @matiNotFound
this is super useful
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Really cool work dude! Definetly will check it out
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tremendo man
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Replying to @matiNotFound
:huge Amazing work!
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Replying to @matiNotFound
can agents recover from failed shaders without structured diagnostics from vgpu
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Replying to @matiNotFound
brilliant work man🔥
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Bro is on a tear rn
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Replying to @matiNotFound
So beautiful, I want that on my desktop
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Replying to @matiNotFound
WebGPU gotta be the future.
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Replying to @matiNotFound
This is incredible. Congrats Matias
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Replying to @matiNotFound
Oh dang this is sick, would have loved this a few months ago haha I’m sure I’ll find a use for it soon.
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Replying to @matiNotFound
how is this different than TypeGPU?
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Replying to @matiNotFound
used this few days ago, it's awesome
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Replying to @matiNotFound
Cabra de cabras
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