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I suppose WebGL is okay for shader prototyping, for example using Shadertoy [0]. However, you can use it only within the context of a browser framework. That is still not the optimum deployment nor development platform for a variety of scenarios.

The original joke though, was that C++ was for masochists. I'm not sure developing a web application is any less painfull...

[0] https://www.shadertoy.com/



I used to think like that specially given how poorly many demos run on mobile devices that don't have any issues dealing with ES 3.x games.

However the demos one gets to see from production work at Siggraph are quite impressive when running on proper desktop cards.




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