It has nothing to do with WebGL though, that same problem might happen in native 3D engines too as soon as you need to support multiple 3D APIs from a common shading language.
On the contrary, WebGL2 is probably the only 3D API that comes even close to the idea of "write once, run everywhere".
xyzsparetimexyz · · focus · HN ↗
flohofwoe · · focus · HN ↗
On the contrary, WebGL2 is probably the only 3D API that comes even close to the idea of "write once, run everywhere".