I'm writing my current project entirely in WebGPU and WebAssembly. PrototypeWebGPU knowledge and code is portable to C, C++, Rust etc via lib wgpu. I prototype code in JS, using it for things like UI and assembling your shaders dynamically. As project gets heavier, I replace performance-critical sections with C, Rust or AssemblyScript compiled to WASM modules, or push that load off to WebGPU compute. With Websockets, WebRTC for multiplay, one can go further.
If you want desktop support, compile to standalone executable using Electron or similar. Besides desktop platforms, WebGPU is also slated for Android and iOS (indeed there have already been some early releases). Arguably the most cross-platform non-propietary tech stack in existence.
WebGPU knowledge and code is portable to C, Rust etc via lib wgpu.
To me it's a modernised, pleasant GL environment that is a huge step up, organisationally and performance-wise, from WebGL. Not saying without it's issues, WebGPU's still a work in progress.