An easier wrapper around WebCLGL.
Write your shader:
<script type="shader" id="testshader">
void main(float* A, float* B) {
vec2 x = get_global_id();
out_float = A[x] + B[x];
}
</script>
Then call it from Javascript:
var w = new GpuWorker();
w.setResultRange(0, 10);
var fn = w.prepare('testshader');
var res = fn([1.0, 2.0, 3.0, 4.0], [0.1, 0.2, 0.3, 0.4]);
console.log(res);
More to come..