I do not think so. We have gone to great lengths before, e.g.
UniformLocation, to avoid situations where incorrectly written
programs will run on some GPUs but not others. Why is it suddenly
necessary to abandon the principles we established?
Shouldn't the existing need to check the framebuffer's status be sufficient? Applications that don't check for FBO completeness are by definition incorrectly written. These applications already have to request the floating-point texture extension from WebGL.
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