This code creates an OpenGL ES 3.1 context, renders a triangle, and uses shaders to control the graphics rendering process.

If you want, I can generate sample GLSL compute shader code, a small Android EGL/GLSurfaceView context-creation snippet, or a migration checklist to Vulkan — tell me which.

Note: While setEGLContextClientVersion(3) requests the context, you should verify at runtime that 3.1 is supported (see section 5).

Handle large arrays of data—such as image processing or AI pathfinding—without taxing the main CPU.