WebGL 2 is supported by Chrome, Firefox, Edge, Opera, Safari on macOS and iOS, Samsung Internet, and Chrome for Android. Per-browser support, key features, hardware requirements, and cross-browser limitations.

Prince Dewani
May 5, 2026
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WebGL 2 works in every major browser by default. The Khronos Group, which makes WebGL, says it now runs in Chrome, Firefox, Edge, Opera, Samsung Internet, Chrome for Android, and Safari on macOS, iOS, and iPadOS, with Internet Explorer the only major browser that never shipped it.
This guide covers what WebGL 2 is, the browsers that support it, its key features, the hardware it needs, whether it supports compute shaders, three quick ways to check support in any browser, the cross-browser limitations to plan for, FAQs, and the citations behind every claim.
WebGL 2 is a JavaScript API from the Khronos Group that lets web pages draw 2D and 3D graphics on the GPU. It is built on the OpenGL ES 3.0 graphics standard. You access it in code through canvas.getContext("webgl2"), which gives you a WebGL2RenderingContext to draw with. WebGL 2 replaces WebGL 1 (which was based on the older OpenGL ES 2.0).
Every major modern browser supports WebGL 2 by default. Internet Explorer is the only one that never did.
Chrome supports WebGL 2 on desktop (Windows, macOS, Linux) from Chrome 56, and on Android from Chrome 58. Chrome 43 to 55 had WebGL 2 disabled by default; Chrome 4 to 42 did not support it.
Microsoft Edge supports WebGL 2 in the Chromium-based Edge from version 79 on. The older EdgeHTML versions (12 to 18) did not support it.
Firefox supports WebGL 2 from Firefox 51 on, on Windows, macOS, Linux, and Android. Firefox 25 to 50 had WebGL 2 disabled by default; Firefox 2 to 24 did not support it.
Safari supports WebGL 2 from Safari 15 on macOS, and from iOS 15 and iPadOS 15 on Apple's mobile devices. Safari 10.1 to 14.1 on macOS had it disabled by default; Safari 3.1 to 10 did not support it. iOS 12 to 14.8 had it disabled by default but could be turned on under Settings, Safari, Advanced, Experimental Features. iOS 3.2 to 11.4 did not support it.
Opera supports WebGL 2 from Opera 43 on desktop, which is built on Chromium. Opera 9 to 42 did not support it. Opera Mobile supports WebGL 2 from Opera Mobile 80 on; Opera Mobile 10 to 12.1 did not support it.
Samsung Internet supports WebGL 2 from Samsung Internet 7.2 on. Samsung Internet 4 to 6.4 did not support it.
The legacy stock Android Browser supports WebGL 2 from Android Browser 97 on. Android Browser 2.1 to 4.4.4 did not support it.
Internet Explorer never supported WebGL 2 in any version. IE 11 supported only WebGL 1, and only partially.
Note: WebGL 2 breaks across browsers, GPUs, and graphics drivers. Test it on real browsers and OS with TestMu AI. Try TestMu AI free!
WebGL 2 adds GPU features that WebGL 1 either did not have or only offered as optional extensions. All come from OpenGL ES 3.0.
#version 300 es to get non-square matrices, full integer math, layout qualifiers, and texelFetch.WebGL 2 needs a GPU and graphics driver that meet the OpenGL ES 3.0 standard. That bar is higher than WebGL 1. In practical terms, this means:
What this means for users:
canvas.getContext("webgl2") returns null even on the latest browser version.That is why a WebGL 1 fallback is still common in production code that needs to support older devices.
No. Standard WebGL 2 does not support compute shaders. The Khronos registry's WebGL 2.0 Compute spec page now says it "should be considered obsolete" and points developers to WebGPU for GPU compute work.
If you need to do compute work inside WebGL 2 today, the standard workaround is transform feedback combined with float textures and the texelFetch shader function. Three.js GPU-particle examples and the WebGL2 Fundamentals "GPGPU" guide both use this approach.
WebGL 2 support depends on three things at once: the browser version, the GPU, and the graphics driver. Three quick checks cover all three.
document.createElement("canvas").getContext("webgl2") !== null. It returns true if WebGL 2 works.chrome://gpu and look for the "WebGL 2" row, which should say "Hardware accelerated." In Firefox, type about:support and look for "WebGL 2 Driver Renderer" under Graphics.If a recent browser still says WebGL 2 is unavailable, update GPU drivers, turn on hardware acceleration in browser settings, and check that the GPU meets the OpenGL ES 3.0 floor.
These three checks each run on one browser at a time. To check WebGL 2 across all the browser and OS combinations your users have, TestMu AI gives you 3,000+ real browser and OS combinations to run the same checks on.
WebGL 2 is one specification, but each browser runs it through a translation layer called ANGLE that sits on top of a different graphics system. That creates real differences in behavior. Here is what to watch for and how to handle each one.
canvas.getContext("webgl2") returns null no matter how new the browser is. How to handle it: Always check the return value of getContext("webgl2"). If it is null, fall back to WebGL 1 or to a non-WebGL version.webglcontextlost event can fire when the GPU resets, when a tab loses focus on a low-memory device, or when drivers crash. Mobile Safari and Chrome on Android trigger it most often under memory pressure. How to handle it: Register webglcontextlost and webglcontextrestored handlers, and rebuild every GPU resource when the context comes back. Treat it as required.All WebGL 2 version numbers and platform notes in this guide come from these primary sources:
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