No. Tint is a SPIR-V ↔ WGSL translator. In case you want to code WebGPU with high level shader language, you’ll need some compiler that compiles to SPIR-V such as glslang
etc.
SDL3 will have their own (modern) GPU abstraction that will directly wraps DX12, Vulkan or Metal SDL_shader_tools/docs/README-SDL_gpu.md at main · libsdl-org/SDL_shader_tools · GitHub including shader language and bytecode. It’s still early stage of development but looks promising… Devs say it will wrap WebGPU as well Future 3D API... - #3 by icculus (but unfortunately WebGPU dropped multi worker support for v1 Create a proposal for multi-worker · Issue #354 · gpuweb/gpuweb · GitHub .)
Re: using WebGPU as portability layer; note that their C binding GitHub - webgpu-native/webgpu-headers isn’t finished yet. Since Emscripten occasionally syncs their binding with Dawn, I guess using Dawn for non-web would be a good bet for now although future source compatibility is not guaranteed. SDL allows acquiring platform dependent Window or GPU context from initialized SDL window so integrating Dawn to existing SDL project shouldn’t be too hard. There’s Dawn integration for GLFW already GitHub - eliemichel/glfw3webgpu: An extension for the GLFW library for using WebGPU native. and similar thing can be done on SDL.