If you plan to support WebGL1 in your app, which you should since iOS/Safari still only have experimental WebGL2 support then you are targeting OpenGL ES 2.0.
Playcanvas/WebGL2 supports the newer GLSL 3.0 version and it can compile to it given a special directive, just make sure you have fallbacks for browsers not supporting this.
Ok, thanks … will make som checks on my Mac-devices as well (funny though - my mom’s iPhone 6 will go into fullscreen automatically when turning a PC-website from portrait to landscape [at least they do something positive for us])
I think I know what’s going on, if you go to settings -> rendering and switch off Prefer WebGL 2.0 then the result is the above. Which makes sense since the project always runs in WebGL 1.0.
actually it looks to be sort of a weird double toggle, meaning:
A) If both are turned off, one can click “Prefer WebGL2” in the rendering IF
B) Then “Prefer WebGL1” can be clicked, at the Play button
C) Turn off “Prefer WebGL2” and you end up with ‘Forced WebGL1’ (it seems):
NB-PS: I am still scrambling to learn a functional version of ESSL (I have tried examples from ten OpenGL ES 2 books + numerous websites and youtube-tuts that all fails at compile). Does anyone knows what book or online material they used to make After The Flood Demo?
I don’t have a book or tutorial to recommend specifically for ES 2.0, usually I study OpenGL tutorials and try to keep in mind the limitations / small differences with the ES 2.0 version.
A good starting place is, instead of writing new shaders for scratch, try to override existing shader chunks of the Playcanvas engine. It’s a great learning resource since you have small and easily understood pieces of code that you can tweak/change.