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Does ffgl support WebGL 2 features? #74
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Technically ffgl does not limit in what kind of opengl context it's being run. It is up to the host to create a context and have it active while processing the plugin. |
I see. So how do you add gl extensions? |
The availability of extensions is determined by the GPU manufacturer. Wikipedia explains it better than I can:
To keep it practical, the code you posted will run fine in a 4.1 context using #version 410, provided you have your own vertex shader passing the values for v_positionWithOffset |
GL_ARB_ES2_compatibility, GL_ARB_ES3_1_compatibility and GL_ARB_ES3_compatibility only find widespread support on windows. So yeah it looks like it depends on what your target is. Is there any reason why you wouldn't just port the shader to #version 410? |
I'm building some shaders using WebGL 2. Does ffgl only support WebGL 1?
i.e will shader code like this work?
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