GLSL 1.0 to 3.0

I’m doing some testing with GLSL 3.0 and three.js and I would like to know your opinion about how to deal with the future WebGL2 renderer with regards to the current WebGL1 shaders.
I’ve been thinking in the possible approaches:

Probably the second option is the low hanging fruit here, and it’s actually the one I’m following on my experiments, as it won’t need much code to modify and it should works just out of the box. Things could get more complicated as long as we’ll start using specific WebGL2 features like for Uniform Buffer Objects.

Does anyone has an strong opinion here why we should choose one or another?

Author: Fantashit

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