I have a game with massively parallelizable logic, which I intend to write calculate on the GPU (Java/LibGDX).
I am planning to implement a logic for it through a fragment shader, instead of a compute shader because I have the intuition that Fragment shaders supported on more devices, than compute shaders.
Is this even true? Given all other variables eliminated, are fragment shaders available on more devices, than compute shaders? Or in openGLES(desktop, android, ios) compute shaders are always available anyway?
What restrictions are in effect here?