The key insight here that's easy to miss is that they never read data back from the GPU to the CPU. Most GPU-accelerated web demos lose half their gains to that round trip. By keeping the result on screen and handling the single-pixel cursor lookup with the CPU library instead, they sidestep the bottleneck entirely. The 400x gap over CPU isn't just about parallelism, it's about not fighting the architecture.
em dash, staccato
no thing 1, no thing 2, just thing 3
__
Please don't harm your work like this. Let it speak for itself + add your authentic voice.
It was OpenGL that got me into graphics and games programming from a young age - NeHe's tuts in particular (anyone remember those?).
Are there similar introductory tuts for WebGL?