OpenGL != OpenGL ES != WebGL, yes they are all based on the same concepts, but require separate code paths and different shader versions.
OpenGL != OpenGL ES != WebGL, yes they are all based on the same concepts, but require separate code paths and different shader versions.
Whilst technically true, WebGL is designed to have API compatibility with OpenGL ES (2), which in turn is based off of OpenGL (2). OpenGL ES 3 and WebGL 2 are beginning to emerge and are based off of OpenGL 3. In my experience shaders that work with WebGL will also work with OpenGL ES 2 and OpenGL 2.1. Equivalent versions tend to use the same concepts. On the other hand, code written for desktop (v3+) won't work on mobile, because the desktop version is one version ahead of mobile (and I imagind that it will be for several more versions).
Back in the day that was true, but I don't think that's the case these days. Xbox is obviously DirectX. Wii was OpenGL, and I think Sony used OpenGL as well.
Wii had its own API too, though closer to OpenGL, still wasn't OpenGL.
I'm a huge fan of OpenGL, but evangelists have been spreading misinformation about OpenGL just as much as they accuse DirectX as.
Anyone that cares about graphics programming on game consoles knows how broken or non existent such support is.
Specially when enough information is actually publicly available for anyone that cares about game development, in online forums, games magazines, conferences and game courses.
As to why and where I gained this misinformation I don't know. But somewhere along the line I've gotten my wires crossed.
I don't know how much still holds for the XBox One, but for instance the XBox 360 version of DirectX is very different from the PC version: it's much closer to the metal and exposes pretty much all the GPU functionalities.
Here is a thread talking about XBox 360 dev: http://beyond3d.com/showthread.php?t=62049