Here are some of the [new features of WebGL 2.0](http://blog.tojicode.com/2013/09/whats-coming-in-webgl-20.html): - **Muliple Render Targets**: The current implementation of geometry pass doesn't use MRT. By using MRT, ALU load can be reduced by 1/4. - **Vertex Array Objects**: Reduction of draw calls. - **Instancing**: Reduction of draw calls. - **Uniform Buffer Objects**: Reduction of draw calls. - **3D Texture**: Might be useful for some global illumination methods as well as volumetrics. - **`gl_FragDepth`**: Depth buffer can be downsampled. - **Query Objects**: Occlusion culling. - ~~**Sync Objects**: Accurate profiling~~. We could take advantage of these features by using WebGL 2.0, but we need to take these things into consideration: - GLSL of WebGL 2.0 differs from that of WebGL 1.0 slightly - WebGL API itself didn't change too much, so we can and should avoid duplicated code
Here are some of the new features of WebGL 2.0:
gl_FragDepth: Depth buffer can be downsampled.Sync Objects: Accurate profiling.We could take advantage of these features by using WebGL 2.0, but we need to take these things into consideration: