As of GPU exposure to the Web ...
It makes sense only when we will have stable and unified GPU abstraction. As for now DirectX.12, Vulcan and Metal are close but different.
Like the WebGL that is (more or less unified) OpenGL. But even that looks too foreign to HTML/CSS/script - immediate mode rendering in architecturally retained display model of web documents.
And conceptually: HTML5 umbrella is large but not infinite. 3D rendering is too far from HTML "endless flat text tape" model.
I remember those <applet> days when browser was used as a component delivery platform for stuff that does not fit into DOM and structured yet styled text. That was conceptually the right way "to grasp the immensity".
These days, with WebAssembly, we have another incarnation of the <applet> idea and I think GPU functionality belongs to it rather than to HTML. GLSL to be expressed in WebAssembly bytecode terms but not in JS.
Web standards have to be backward compatible and I doubt that current still ugly GPU paradigms will survive on the long run. Like tomorrow someone will come with practical voxel based system instead of current abstract vector ones, what will we do?