WebGL Report - Your GPU Fingerprint, Decoded
This report shows exactly what your browser reveals through WebGL: the graphics card vendor and renderer, the WebGL and GLSL versions, hardware capability limits, shader precision, every supported extension, and a hashed WebGL fingerprint. It runs entirely in your browser - nothing is uploaded.
Your WebGL Fingerprint
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Derived in your browser from your GPU, driver, version strings, capability limits and extension list (hash: —). Two devices with the same GPU and driver tend to produce the same hash; it is one signal among many that trackers can combine.
GPU & Renderer
- Unmasked GPU vendor
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- Unmasked GPU renderer
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- Reported vendor
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- Reported renderer
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- WebGL version
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- GLSL (shading language) version
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- WebGL 2 support
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Capability Limits
- Max texture size
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- Max cube map texture size
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- Max viewport dimensions
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- Max renderbuffer size
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- Max vertex attributes
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- Max vertex uniform vectors
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- Max fragment uniform vectors
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- Max varying vectors
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- Max combined texture units
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- Aliased line width range
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- Aliased point size range
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Shader Precision
- —
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Supported Extensions (0)
What is a WebGL fingerprint?
A WebGL fingerprint is a near-unique identifier built from the WebGL data your browser exposes - your GPU vendor and renderer, driver-dependent version strings, hardware capability limits, shader precision, and the exact set of supported extensions. Because these values vary by graphics card, driver, operating system, and browser build, trackers can combine them into a stable signal that helps re-identify your browser without cookies.
How does WebGL contribute to browser fingerprinting?
WebGL exposes hardware-specific details that most other web APIs cannot. The GPU model (read through the WEBGL_debug_renderer_info extension) and rendering differences between graphics drivers give trackers a high-entropy signal. Combined with the user agent, screen size, fonts, and canvas, WebGL helps build a fingerprint stable enough to track you across sites that share data - even in private/incognito windows.
- GPU vendor & renderer - e.g. "Google Inc. (NVIDIA)" / "ANGLE (NVIDIA GeForce RTX 3060 …)", highly device-specific.
- Version strings - the WebGL and GLSL versions reveal the driver and graphics stack.
- Capability limits - max texture size, uniform vectors, and viewport dimensions differ across hardware tiers.
- Shader precision - high-float range and precision bits vary between GPUs and drivers.
- Supported extensions - the exact list and its ordering is one of the strongest single signals.
How do I reduce my WebGL fingerprint?
You cannot make WebGL data generic without trade-offs, but you can reduce its tracking value. The most effective options harden or disable the API entirely:
- Use the Tor Browser, which prompts before allowing WebGL and standardizes many values across users.
- Disable WebGL via your browser flags or an extension when you do not need 3D content.
- Enable anti-fingerprinting - Firefox's
privacy.resistFingerprintingor Brave's fingerprint randomization spoof or block the renderer string. - Block the debug renderer extension, which hides the most identifying GPU model string.
- Keep your browser updated, so your values match a larger crowd of identical builds.
- Prefer mainstream hardware/driver combos; rare GPUs stand out more.
Is reading my WebGL fingerprint safe?
Yes. This tool only reads the data your browser already exposes to every site you visit, and it does all of the work locally in JavaScript. Your GPU details and fingerprint hash are never transmitted to or stored on our servers. The report exists so you can see - and act on - exactly what trackers can see.
WebGL vs. Canvas fingerprinting
Canvas fingerprinting renders 2D text/shapes and hashes the pixels, capturing subtle rendering differences. WebGL fingerprinting goes deeper: it exposes the GPU model and 3D rendering pipeline directly, producing higher entropy. Most fingerprinting scripts use both together, alongside the user agent and font list.
WebGL is standardized by the Khronos Group (WebGL 1.0 and 2.0 specifications). The GPU strings used here come from the WEBGL_debug_renderer_info extension. For broader context, see the W3C/Khronos WebGL specs and the EFF's research on browser uniqueness.
How this tool works: This tool runs in your browser and on our server in real time. Depending on the tool, results are computed directly from the input you provide or retrieved from live, authoritative data sources at the moment you run a lookup. We do not sell your data, and your lookups are kept private — any history shown here is stored only on your device.