We can really do crazy effect with GLSL, easily and efficiently (with Canvas2D, we could use Canvas' ImageData for these effects but it is definitely less efficient).
For the compatibility, I would say it's getting better now, only IE is the browser which support Canvas but not WebGL.
But yes, if Canvas2d is enough for your needs, it's ok. Actually it would be interesting to inject a Canvas2d into glsl.js to add some cool effects on it :) I'm working on it!
Yeah sorry I was actually replying with a mobile centric view in mind. If you want to build something that "just works", it's better to strip down the geometry as much as possible and target canvas2d. The iOS implementation of canvas is hw accelerated, for example. However, you would not be able to target iOS for WebGL as of right now. So if you're looking to make something that is accessible, I would advice against WebGL. Do you disagree?
AFAIK, Safari only supports WebGL on the desktop, and behind a debug flag. I'd venture to say that Mobile Safari is more of an important browser at this point than old versions of IE.
We can really do crazy effect with GLSL, easily and efficiently (with Canvas2D, we could use Canvas' ImageData for these effects but it is definitely less efficient).
For the compatibility, I would say it's getting better now, only IE is the browser which support Canvas but not WebGL.
But yes, if Canvas2d is enough for your needs, it's ok. Actually it would be interesting to inject a Canvas2d into glsl.js to add some cool effects on it :) I'm working on it!