As someone working on a game engine with a multithreaded SSE/NEON implementation of ~GL 1.3 under the hood, this is rad for many reasons other than portability or compatibility. You get full access to every pixel and vertex on the screen at any point in the rendering pipeline. This allows for any number of cool (also likely multithreaded) postprocessing effects that you don't have to shoehorn through a brittle, possibly single-platform shading language and API.