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Showing content from https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_compressed_texture_etc below:

WEBGL_compressed_texture_etc extension - Web APIs

Constants

The compressed texture formats are exposed by 10 constants and can be used in two functions: compressedTexImage2D() and compressedTexSubImage2D().

ext.COMPRESSED_R11_EAC

One-channel (red) unsigned format compression.

ext.COMPRESSED_SIGNED_R11_EAC

One-channel (red) signed format compression.

ext.COMPRESSED_RG11_EAC

Two-channel (red and green) unsigned format compression.

ext.COMPRESSED_SIGNED_RG11_EAC

Two-channel (red and green) signed format compression.

ext.COMPRESSED_RGB8_ETC2

Compresses RGB8 data with no alpha channel.

ext.COMPRESSED_RGBA8_ETC2_EAC

Compresses RGBA8 data. The RGB part is encoded the same as RGB_ETC2, but the alpha part is encoded separately.

ext.COMPRESSED_SRGB8_ETC2

Compresses sRGB8 data with no alpha channel.

ext.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC

Compresses sRGBA8 data. The sRGB part is encoded the same as SRGB_ETC2, but the alpha part is encoded separately.

ext.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2

Similar to RGB8_ETC, but with ability to punch through the alpha channel, which means to make it completely opaque or transparent.

ext.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2

Similar to SRGB8_ETC, but with ability to punch through the alpha channel, which means to make it completely opaque or transparent.

Examples
const ext = gl.getExtension("WEBGL_compressed_texture_etc");

const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);

gl.compressedTexImage2D(
  gl.TEXTURE_2D,
  0,
  ext.COMPRESSED_RGBA8_ETC2_EAC,
  512,
  512,
  0,
  textureData,
);
Specifications Browser compatibility

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Compatibility notes See also

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