Extends blending capabilities by adding two new blend equations: the minimum or maximum color components of the source and destination colors.
Adds the ability to render to 16-bit floating-point color buffers.
Exposes adaptive scalable texture compression compressed texture formats to WebGL. Typically available only on Mali ARM GPUs, Intel GPUs, and NVIDIA Tegra chips.
Exposes ten ETC/EAC compressed texture formats.
Exposes the ETC1 compressed texture format.
Exposes four PVRTC compressed texture formats. Typically only available on mobile devices with PowerVR chipsets.
Exposes four S3TC compressed texture formats.
Exposes four S3TC compressed texture formats for the sRGB color space.
Exposes two constants with information about the graphics driver for debugging purposes. Might not be available depending on the privacy settings of the browser.
Exposes a method to debug shaders from priveliged contexts. Might not be available depending on the privacy settings of the browser.
Defines 2D depth and depth-stencil textures.
Provides a way to measure the duration of a set of graphics library commands without stalling the rendering pipeline.
Enables a fragment shader to write to several textures.
Enables the use of different blend options when writing to multiple color buffers simultaneously.
Adds support for unsigned integer types when drawing with an element array buffer.
Adds the ability to render a variety of floating point formats.
Makes it possible to attach any level of a texture to a framebuffer object.
Allows blending and draw buffers with 32-bit floating-point components. Requires Extension.WebglColorBufferFloat or Extension.ExtColorBufferFloat.
Enables the ability to set a depth value of a fragment from within the fragment shader.
Allows the user to draw the same object (or groups of similar objects) multiple times if they share the same vertex data, primitive count, and type.
Exposes functions to simulate losing and restoring a context.
Allows rendering more than one primitive with a single function call.
Adds support for rendering into multiple views simultaneously. Support depends on the system's graphics driver.
Enables a non-blocking poll operation so that compile and link status availability can be queried without potentially incurring stalls.
Adds additional texture functions to the OpenGL ES shading language that provide the shader writer with explicit control of level of detail.
Adds sRGB support to textures and framebuffer objects.
Adds GLSL derivative functions.
Exposes 4 BPTC compressed texture formats. Support depends on the system's graphics driver. Not supported by Windows.
Exposes 4 RGTC compressed texture formats. Support depends on the system's graphics driver. Not supported by Windows.
Exposes two constants for anisotropic filtering.
Exposes floating-point pixel types for textures.
Allows linear filtering with floating-point pixel types for textures.
Adds texture formats with 16- and 32-bit floating-point components.
Allows linear filtering with half floating-point pixel types for textures.
Provides a set of new 16-bit signed and unsigned normalized formats.
Provides vertex array objects that encapsulate vertex array states.
Adds the ability to render to 32-bit floating-point color buffers.
Use Extension.ExtColorBufferFloat instead for WebGL2.
WebGL extensions.