Compute shader extension for WebGL 2.0 would be cool, but it would require to port a large part of OpenGL ES 3.1: OpenGL ES 3.0 / WebGL 2.0 doesn't include even random access buffers (SSBOs)
Compute shader extension for WebGL 2.0 would be cool, but it would require to port a large part of OpenGL ES 3.1: OpenGL ES 3.0 / WebGL 2.0 doesn't include even random access buffers (SSBOs)
For example, here's WebGL compatibility stats from a site that has counters on technical web sites and graphics programming web sites: http://webglstats.com/ - As you can see, WebGL 2 compatibility is only at 40%, despite having been enabled in stable Firefox/Chrome for over a year. WebGL 1, a 7 year old standard, is now at 97%. (And even for the nominally WebGL-enabled browsers, users often report browser or OS crashes, so the percentages are upper bounds).
From an armchair quarterback position, if I wanted to effect GPU compute uptake, I'd work on compiler tech and tools targeting WebGL GLSL.