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WebGL2 Diagnostic Tool

Shader Performance Test

Measure real-time GPU shader performance using demanding WebGL2 rendering workloads directly in your browser.

Real WebGL2GPU Shader BenchmarkFragment Shader TestNo Download
--FPS|--ms|1% Low:--
128iterations|1280×720

Ready to Benchmark

Configure shader complexity, iteration loops, and render scale below, then start the GPU shader evaluation.

STATUS:STANDBY
TIME:00:00

Benchmark Configuration

Options lock during active run
SHADER COMPLEXITY:HIGH
ITERATIONS:128
SHADER EFFECTS:PROCEDURAL
RENDER SCALE:100%
TEST DURATION:30s

Live Telemetry & Diagnostics

LIVE FPS
--
Current
AVERAGE FPS
--
Benchmark Mean
1% LOW FPS
--
Slowest 1%
FRAME TIME
--
Per-frame ms
JITTER
--
Std Deviation
STABILITY
--
Pacing Score

Shader-Specific Technical Metrics & WebGL Pipeline

WebGL 2.0
ComplexityHigh
Iterations128
EffectsProcedural
Render Scale100%
Fragment ShaderGLSL ES 3.00
Max Fragment Uniforms1024 Vectors

FPS Over Time (Real-Time)

Continuous sampling of shader frame throughput

Avg: -- FPSPeak: -- FPS
0.0sTarget: 60 FPS (Green dashed)-- FPS

Frame Delivery Time (ms)

Spike & stutter detection (lower is smoother)

Avg: -- ms
0.0s16.7 ms Budget (Orange dashed)-- ms

Shader Complexity Comparison

Compare GPU performance across Low, Medium, High, and Extreme shader workloads.

Results update automatically whenever a test concludes, or you can run an automated comparison sweep across all 4 complexity tiers.

COMPLEXITYAVG FPS1% LOWFRAME TIMESTATUS
Low (Sinusoidal SDF)-- FPS-- FPS-- msPending
Medium (Gyroid Surface)-- FPS-- FPS-- msPending
High (Fractal Torus + Multi-Octave fBm)-- FPS-- FPS-- msPending
Extreme (Quaternion Folding + Secondary Rays)-- FPS-- FPS-- msPending

Hardware & WebGL Diagnostic Context

Parameters queried directly from your browser's WebGL2 graphics pipeline.

Verified WebGL2
GPU RendererDetecting...
GPU VendorDetecting...
WebGL VersionDetecting...
GLSL VersionDetecting...
Max Texture Size--
Max Frag Uniforms--
Max Vert Uniforms--
Max Varying Vectors--
Viewport Dimensions--
Device Pixel Ratio--
Honest Hardware Disclosure: This benchmark measures real WebGL2 shader rendering performance. Browser security restrictions may prevent access to certain low-level GPU information such as temperature, power consumption, clock speed, or exact utilization.

Understanding Shader Performance

Learn the computational mechanics behind GPU fragment shaders, ray-marching math, and hardware bottlenecks.

FUNDAMENTALS01

What is a Shader?

A shader is a specialized computer program compiled directly to GPU machine code that executes simultaneously across thousands of hardware execution cores. Shaders calculate geometric transformations, procedural surfaces, visual lighting, and mathematical optics.

PIXEL PIPELINE02

What Does a Fragment Shader Do?

A fragment shader (or pixel shader) executes for every individual pixel covered by geometry on your screen. It evaluates procedural mathematical formulas, samples noise textures, computes surface normals, and determines the precise final color, reflectance, and transparency.

GPU BOTTLENECK03

Why Do Complex Shaders Reduce FPS?

When a shader executes multi-octave mathematical noise, nested loops, trigonometric functions, or reflection rays, the arithmetic logic unit (ALU) workload per pixel surges. If the GPU cannot compute all pixel colors within 16.6ms, rendering stalls and frame rates drop.

ALGORITHM04

What are Shader Iterations?

Iterations represent the maximum number of step cycles the fragment shader performs per pixel—such as ray-marching distance checks or fractal folding steps. Increasing iterations from 16 to 512 massively scales the depth precision and GPU floating-point operations.

TECHNIQUE05

What is Procedural Rendering?

Procedural rendering synthesizes complex 3D visual geometry, surface bumps, and lighting directly from pure mathematical equations (such as analytical noise and signed distance fields) rather than loading pre-modeled 3D mesh files or bitmap image textures.

EXECUTION06

What is Shader Complexity?

Shader complexity determines the depth of mathematical calculations evaluated per pixel. Low complexity uses simple sinusoidal displacements, while Extreme complexity invokes multi-frequency quaternion fractal folding, analytical gradient normals, and secondary reflection bounces.

FILLRATE07

Why Does Render Scale Affect Shader Performance?

Render scale alters the internal canvas pixel count. At 150% render scale, the GPU must execute the fragment shader loop across 2.25x more pixels than at 100%, placing intense demand on GPU rasterizer fillrate and memory cache bandwidth.

PACING08

What is Frame Time?

Frame time is the exact millisecond duration required by the GPU to render a single frame. While average FPS summarizes total throughput over time, frame time pacing reveals momentary micro-stutters and uneven delivery intervals (16.67ms represents a steady 60 FPS).

STUTTER ANALYSIS09

What is 1% Low FPS?

1% Low FPS calculates the average frame rate of the slowest 1% of recorded frames during the benchmark. This unmasks periodic shader compilation hitches, thermal throttling events, and browser compositor stalls that high average FPS scores conceal.

SILICON ARCHITECTURE10

Why Can Two GPUs Produce Different Shader Results?

Dedicated graphics cards with wide vector ALUs and high clock speeds execute hundreds of parallel shader threads per clock cycle. Lower-tier laptop or mobile integrated GPUs have fewer shader multiprocessors and narrower memory busses, reducing complex shader FPS.

Frequently Asked Questions

Everything you need to know about browser-based GPU fragment shader benchmarking.

A Shader Performance Test is a hardware GPU benchmark that evaluates graphics processing efficiency by executing computationally intensive GLSL fragment shaders with procedural 3D ray-marching, multi-octave noise, and specular lighting in real time.
Yes. WebGL2 compiles our GLSL ES 3.00 shader code directly into native machine instructions on your graphics hardware. All ray-marching math, normal gradients, and lighting calculations execute directly on your physical GPU cores.
A fragment shader is a GPU program responsible for computing the final color, lighting, reflections, and transparency of each screen pixel covered by a rendered primitive.
Higher complexity introduces additional procedural noise octaves, multi-pass normal gradient calculations, and secondary reflection rays. Multiplying the math operations required per pixel eventually saturates GPU arithmetic pipelines.
Iterations define the loop boundary inside the ray-marching fragment shader. Higher iterations (such as 128 to 512) allow rays to traverse deeper geometric fields and refine surface convergence, multiplying floating-point ALU cycles.
WebGL2 is a modern web standard based on OpenGL ES 3.0 that brings advanced GPU shading capabilities, 32-bit floating-point textures, uniform buffers, and GLSL ES 3.00 directly to modern web browsers without plugins.
Different browsers use different graphics translation layers (e.g. DirectX ANGLE on Windows Chrome/Edge vs native Metal on macOS Safari). Browser compositors and GPU driver hooks also introduce small scheduling variations.
Yes. For integrated graphics (like Intel Iris Xe, AMD Radeon 780M, or mobile SoCs), start with Low or Medium complexity with 32 to 64 iterations for optimal stability.
No. Standard browser security sandboxes prevent web applications from querying hardware motherboard sensors or thermal diodes. We never fabricate fake temperature or clock speed figures.
As the 3D procedural camera orbits, the volume of screen space covered by complex fractal surfaces shifts. Operating system background processes and browser garbage collection cycles can also cause minor frame time variances.
Yes. Because our benchmark uses deterministic procedural mathematical algorithms and continuous time-based formulas, running identical configurations (e.g. High complexity, 128 iterations, 100% scale, 30s) produces a repeatable workload for comparison.
Render scale adjusts the internal canvas pixel resolution. Selecting 150% super-samples pixels, forcing your GPU to compute 225% more fragment shader evaluations per frame, stressing fillrate and memory bandwidth.
1% Low FPS is the average frame rate of the slowest 1% of frames recorded during the benchmark run. It highlights brief stutter spikes and frame pacing instability that aggregate average FPS numbers might obscure.