Glossary

WebGL Fingerprint

WebGL Fingerprinting is a method websites use to identify devices by collecting data via the WebGL API. This involves querying GPU vendor and renderer details, supported WebGL extensions, capabilities like maximum texture size, shader precision, rendering behaviors, and then rendering images (or 3D scenes) to measure output. Because different hardware, drivers, browser versions, and OS combinations produce subtle discrepancies, WebGL fingerprints tend to be strong, persistent identifiers - even when proxies or VPNs are used.

Why It Matters

  • WebGL fingerprint mismatches (for example GPU renderer string not matching OS type or expected vendor) are frequent triggers for anti-bot systems.
  • Without controlling WebGL metadata, multiple profiles running on the same device will share WebGL hash, making them linkable.
  • Spoofing WebGL metadata in combination with other fingerprint signals (HTTP headers, TLS, screen resolution, etc.) helps make each profile appear naturally unique, reducing detection risk while maintaining realistic browser behavior.

Understanding WebGL

WebGL is a technique for rendering three-dimensional graphics in web browsers. On several websites, the JavaScript engine checks if the user’s system supports WebGL; if it does, an image with custom 3D shapes or animations can be displayed.

Unmasked Vendor and Renderer

The WebGL API exposes some information about the graphics card. For example, Unmasked Vendor and Unmasked Renderer can be requested through the API.

WebGL from a privacy perspective

Different GPUs render the same image with little differences so websites with WebGL fingerprinting can generate unique identifiers (hash codes) that can be used as an identifier for websites, enabling the tracking of devices.

With this technique, websites will be able to detect your multiple accounts or unusual behavior - even if you are using a proxy or VPN. You can set up a different proxy for each of your browsing sessions, but the WebGL hashes will remain the same, and it will be obvious that all those sessions are actually running on the same device.

With Kameleo you won't have any problem with spoofing WebGL data: How to set up WebGL spoofing in Kameleo?

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