Using a framework is also constant factor overhead (at least in LoC, which is what I assume we're talking about here)
Right, and that's what the glslCanvas project I linked above is, though in this case it's negative overhead if you're just counting the lines of code you have to maintain :)
Ah gotcha. Yeah I was alluding to ThreeJS, a very powerful and standard framework for webgl
If you put more vertices and indices in Step 2 you can draw an arbitrarily complex 3-D object with this same code.
And there's a lot of stuff in GLSL where you can program directly with high-level concepts like vectors, normals, and partial derivatives, instead of expressing them by hand the way you would in C.