The browser is a real graphics bridge
The Shader Lab uses WebGL2 to compile and run GLSL ES 3.00 shaders in a supporting browser. This is actual shader execution through the browser graphics API; hardware acceleration depends on the browser and driver, and a software renderer may be used. It is separate from the C++ CPU executables; the browser is not compiling the native renderer.
The reference draws a fullscreen triangle. Its vertex shader receives a_position and writes clip-space gl_Position. The fragment shader uses u_resolution in backing pixels and u_time in seconds to produce its procedural postcard. Begin paused so that one source change has a stable image to compare.
If WebGL2 is unavailable, record that result honestly and inspect the source and expected interface. Device support, driver behavior, and context loss are part of real API work. A fallback explanation should not pretend the shader ran.
Open the Shader Lab, keep time paused, and change one named color or circle radius. Save the source difference and an image or an honest unsupported-browser note.
