A D3D11-style wrapper around WebGL2, including HLSL support.
The Idea
I was thinking about creating web-based demos to match some of my D3D11 C++ examples from class. This gave me an idea: What if I wrap a few WebGL calls in functions that look like D3D11? How hard could that be?
10,000+ lines of code later, I have most of the D3D11 API working in javascript, including a homebrew HLSL-to-GLSL parser/converter.
Details & Example
For more details and example code, see the readme on GitHub.
To see it in action, check out my in-browser IBL utility: https://image-based.lighting