However, binary form is way more compact for transmission, storage and performance. Almost nobody will use the text form except developers.
That’s what I might expect too, so I was surprised to find out that SPIR-V is usually substantially larger than text based shaders. It also doesn’t seem to compress optimally using standard algorithms. [1]
[1] https://aras-p.info/blog/2016/09/13/Shader-Compression-Some-...
Also if you anticipate the GPU being used as an accelerator, that is all the more reason to use a text based format because it allows for easy code generation.
If you think of AAA games, ML and whatnot, of course. But I doubt anybody will use WebGPU for those, to be honest.
The same with shadertoy, the storage or transmission of a shadertoy shader is never going to be significant compared to all the assets on the page.
The contention was that a binary representation is necessary to save space for storage or transmission. It just isn't.
There's not really a good way of writing WASM without dependencies inside a browser.
WASM by itself doesn't provide new APIs, it's still just a different way to expose the Web platform. So WASM being optional doesn't limit anybody in what they can do. Having WebGPU optional does limit what you can do on the web. We want WebGPU to be available in a wide sense (accessibility, dependencies, portability, everthing).
It seems you speak with "we", as if you were part of the committee? If that is a yes: how can we become part of that committee to amend this mistake? Who has voting rights?
WebGPU community group is open to anyone interested: https://www.w3.org/community/gpu/
Anything you can do with WebGPU you could do in JavaScript, in the same sense that anything you can do with WASM you can do in JavaScript. The only difference is performance.