Two simple ways of coding best: follow best practices, or use the best of other developers' code. Both are easier than understanding an API in depth, or tracing a technology from API to bytecode.
High-powered graphics programming raises the performance stakes quite a bit -- so it demands either deep understanding of computer graphics or one of the easier methods of code-bettering.
Or for quicker improvement, ride on the shoulders of other giants, and digest these two resources:
- WebGL Best Practices: from Mozilla, so slightly optimized for Firefox, but mostly not engine-specific. Includes useful list of things to avoid, things to think about, and general performance tips.
- The WebGL Cookbook: from learningwebgl.com, includes recipes (how to initialize, include a function, draw a sphere, stuff on shaders), cheat sheets, matrix libraries (see, math not a problem), and quite a few frameworks I've seen used extensively online. (The frameworks section is particularly great.)
Either way, in different ways, should help you get started and write better WebGL in no time.