![]() ![]() ![]() Well, WebGL 2.0 is still a little ways off from being everywhere. It's something that they really want to incorporate, though, but they still can't seem to decide whether it will align with a new version of WebGL (such as WebGL 2.1) or be incorporated in a multi-vendor extension. Of course, this means that the WebGL 2.0 base standard does not support compute shaders, which is a bit of a drag. In fact, Vulkan targets OpenGL ES 3.1 hardware (should the hardware vendor provide a driver). OpenGL ES 3.1 added compute shaders, which brings us pretty much to today. OpenGL ES 3.0 remedied many of these, such as allowing multiple render targets and texture compression. While it simplified development by forcing everyone down a programmable shader pipeline, it has quite a few limitations. OpenGL ES 2.0 was specified all the way back in March 2007. WebGL 1.0 has become ubiquitous, but it is based on quite an old version of OpenGL. No browsers support the standard by default yet, although it can be enabled on Firefox and Chrome with a command-line flag. ![]() Basemark has just released Basemark Web 3.0, which includes WebGL 2.0 tests for supporting browsers. ![]()
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