Here's an approach to compile to both glium and webgl targets, if that's what you need. Not sure that it's state of the art.https://github.com/fitzgen/geotoy
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The biggest downside of this is having to write two versions of the shaders in some cases. You might be able to use https://github.com/KhronosGroup/SPIRV-Cross … to compile to different shader targets.
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If you're using Emscripten target, it *should* just work, but for the unknown target I think you'd have to use separate bindings directly to WebGL.
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some details on GL flavors and their support in the docs here: https://emscripten.org/docs/porting/multimedia_and_graphics/OpenGL-support.html …
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My impression is that (at least part of) the ecosystem is moving toward wasm-bindgen and web-sys. So maybe include that in your search terms?
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