Out of curiosity I have tried running the examples using a WebGL2 context, several fail. The most common problem is the use of ShaderMaterials with a uniform 'texture' which conflicts with the GLSL ES 3.0 texture() function (easily fixed by renaming the uniform of course).
I think it would be good if examples avoided this issue, given the confusion that may occur if/when examples are used as the basis for other's code.
Thoughts?
GPUComputationRenderer.js is guilty here.
Yeah, we should definitely clean that up.
I'll sort them out shortly
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I'll sort them out shortly