You don't need webgpu for that. It's a standard vertex shader -> fragment shader pass with the blending mode set to addition.
That works if more overdraw = more intensity is all you care about, and may very well be good enough for many kinds of charts. But with heat map plots one usually wants a proper mapping of some intensity domain to a color map and a legend with a color gradient that tells you which color represents which value. Which requires binning, counting per bin, and determining the min and max values.
Drawing lots of single pixels with alpha blending is probably one of the least efficient ways to use the rasterizer though. A good compute shader implementation would be substantially faster.