Yes, GLSL (OpenGL Shading Language) is specifically designed for use with transformation matrices in WebGL. In fact, the vertex shader, a core component of the GLSL program, is where these transformations are typically applied.
Here's how GLSL facilitates the use of transformation matrices in WebGL:

   Built-in Matrix Types:
   GLSL provides native mat2, mat3, and mat4 types for representing 2x2, 3x3, and 4x4 matrices, respectively. These types are essential for handling transformation matrices like model, view, and projection matrices.
   Matrix Operations:
   GLSL includes built-in operators for performing common matrix operations, such as matrix-matrix multiplication and matrix-vector multiplication. This allows you to efficiently combine multiple transformations (e.g., rotation, translation, scaling) into a single matrix and then apply it to vertices.
   Vertex Shader Application:
   In the vertex shader, you receive vertex positions as attributes and can then multiply these positions by your combined transformation matrix (passed in as a uniform) to transform them into clip space. This is done using the * operator:

Code

   attribute vec4 a_position;
   uniform mat4 u_matrix;

   void main() {
       gl_Position = u_matrix * a_position;
   }

While the matrices themselves are typically created and manipulated on the CPU (using JavaScript and a math library like gl-matrix) and then passed as uniforms to the shader, the actual application of these transformations to the vertices happens efficiently within the GLSL vertex shader on the GPU.