regl-gpu-lines Pure GPU, instanced, screen-projected lines for regl API documentation → Live example → All examples → This module implements a very general command for drawing lines using the regl WebGL library. Architecturally this module has two goals: Data may live on the GPU. Minimize unnecessary constraints. To accomplish this, it implements a simple pragma-based interface for specifying how your attributes connect to line properties and to varyings. Features: Configure your own attributes, varyings, uniforms, and shaders Compute position and line width in the vertex shader GPU computation of round joins, bevels, and miters (with miter limit), and square and rounded end caps. Optional end cap insertion, using position.w == 0.0 or alternatively position.x NaN to signal a line break (see: docs/multiple.html ) Regl-compatible attribute specification with strides and offsets Forward additional regl configuration to the draw command Seamlessly permits substitution of Vertex Array Objects (VAOs) 13.4 KB minified, 5.3 KB gzipped. No dependencies (although it is expected to be used together with regl, which requirement I'd like to consider removing ) Limitations: ANGLE_instanced_arrays extension is required (which ought to be universally supported ) Width is best varied slowly as line joins to not take into account varying width Automatic end cap insertion wastes vertices when the cap resolution exceeds the join resolution Line dashes are not built-in, but you can easily build them yourself Install The dist/ directory contains UMD bundles, or you may use from a CDN, e.g. https://unpkg.com/regl-gpu-lines@latest . Both expose the module as reglLines . Otherwise install from npm: npm install regl-gpu-lines API See API documentation . Examples Basic example : A minimal example. Just a line. Variable width : A basic line with variable width and color Multiple lines : Use position NaN to break up lines into multiple segments Depth : Layer lines using the z-coordinate Closed loop : Create a closed loop by omitting end caps and repeating the first three vertices at the end. Line border : Use lineCoord to draw a SDF line border Interleaved attributes : Instead of a regl buffer , you can pass a regl-style attribute description with buffer , stride , offset , and divisor properties in order to used interleaved, packed attribute data. Torus knot : A torus knot with layering which can be difficult to draw with SVG. Batched rendering : Illustrates how to take advantage of reorder: true to reduce shader program changes from, in this example, thirty to four. Post-projection : Illustrates post-project to draw lines projected onto a plane from some other angle. Vertex Array Object (VAO) : Illustrates seamless swapping of VAO for vertex and endpoint attributes. Fake instancing : Sort of allows you to mimic instanced rendering on top of instanced rendering, albeit with some duplication of data. Debug page : Shows how to use instanceID and triStripCoord varyings to draw a wireframe Full debug view : A page for exploring all the bells and whistles GPGPU Strange Attractors : Feed a GPU particle simulation from texture data directly into line rendering A minimal example looks like the following, where a vec2 attribute xy is connected to line position via a GLSL #pragma . const drawLines = reglLines ( regl , { vert : ` precision highp float; #pragma lines: attribute vec2 xy; #pragma lines: position = getPosition(xy); vec4 getPosition(vec2 xy) { return vec4(xy, 0, 1); } #pragma lines: width = getWidth(); uniform float width; float getWidth() { return width; }` , frag : ` precision lowp float; void main () { gl_FragColor = vec4(1); }` , uniforms : { width : ( ctx , props ) => props . customWidth * ctx . pixelRatio } } ) ; const xy = [ [ - 1 , 1 ] , [ - 0.5 , - 1 ] , [ 0 , 1 ] , [ 0.5 , - 1 ] , [ 1 , 1 ] ] ; const lineData = { customWidth : 20 , join : 'round' , cap : 'round' , vertexCount : xy . length , vertexAttributes : { xy : regl . buffer ( xy ) } , endpointCount : 2 , endpointAttributes : { xy : regl . buffer ( [ xy . slice ( 0 , 3 ) , xy . slice ( - 3 ) . reverse ( ) ] ) } } ; drawLines ( lineData ) ; Development Examples Serve example pages?e.g. the example in examples/closed-loop.js ?with npm start closed-loop Tests Run live-reloading render tests with npm run serve-render-tests Executing the render tests from the CLI requires the headless-gl module. You may use nodemon to live-run the render tests when the code is changed. npm install -g nodemon nodemon test/render.js Filter tests with FILTER=miter/basic nodemon test/render.js and update expectation images with UPDATE=1 FILTER=miter/basic node test/render.js You may view the tests, run against the latest version from unpkg.com, at https://rreusser.github.io/regl-gpu-lines/docs/tests.html See also regl-line2d : The line rendering library used by Plotly.js. If you want production quality lines, you should go here. regl-line : A regl function to draw flat 2D and 3D lines. regl-insta-lines : A very clear and well-written module. Very close to what I was searching for. My main desire was to defer more of the configuration to runtime and to avoid overlap in the miters. screen-projected-lines : An excellent, concise module for screen-projected lines. Without joins or caps, such lines are much simpler. Drawing Lines is Hard : Matt DesLaurier 's classic post on the topic of drawing lines. Instanced Line Rendering Part I : Rye Terrell first blog post on the topic. Instanced Line Rendering Part II: Alpha blending : Rye Terrell 's blog post which inspired me to pare the draw calls down to two and publish this module. License ⓒ 2021 Ricky Reusser. MIT License.