All the introductory tutorials to WebGL I could find use utility libraries in efforts to make the hello-world examples easier to understand. I find this has the opposite effect, because my desire is to understand the WebGL interface itself, not the utility library’s interface; a tutorial shouldn’t encapsulate and abstract away the thing I want to learn! (It’s even more frustrating when the live examples accompanying the tutorial use *minified* JavaScript. What gives?) So here’s a simple Hello World in vanilla WebGL with no dependencies and linear control flow.