(I didn't know it was on the horizon until I saw your link). I wonder if getting to ES 3.2 is on the horizon as well? That would bring geometry and tessellation shader support.
> Using geometry shading will generally lead to worse performance, high memory bandwidth, and increased system power consumption. Assert if geometry shaders are used
Geometry shaders are not what you want. They should not have been included in GL ES, and I will fight their inclusion into WebGL 2.1.
Tessellation shaders are better, but still kinda ultimately useless.
And there are things like line drawing algorithms that have uses for geometry shaders: https://github.com/paulhoux/Cinder-Samples/tree/master/Geome...
It's not like geometry shaders are specific to OpenGL ES. Desktop OpenGL has them, as does DirectX and Vulkan.
The big issue with using WebGL at the current moment, to do large scale sims, is that fragment shaders dont have an entire workload barrier capability - so you cant do interdependent work.
Compute shaders have full workload execution and memory barriers.
Just something to be aware of if you are trying to jerry rig fragment shaders to do more advanced things like HDR via min/max over all colors..there is no way to these kind of aggregates without calling the shader twice, unfortunately.
[1] https://github.com/churchofthought/Grautamaton