Update the homepage support table.

Mention our good ES 3.0 support. Also mention our multiplatform and
Vulkan support.

BUG=None

Change-Id: Ib2a3f94b56ecf3a3b20b960b3270ebbc8948a628
Reviewed-on: https://chromium-review.googlesource.com/367755
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
diff --git a/README.md b/README.md
index 5237e73..294f70a 100644
--- a/README.md
+++ b/README.md
@@ -1,26 +1,43 @@
 # ANGLE - Almost Native Graphics Layer Engine
 
-The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.
+The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other
+OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available
+for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop
+OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is
+underway, and future plans include compute shader support (ES 3.1) and MacOS support.
 
-|                |  Direct3D 9   |    Direct3D 11      |    Desktop GL      |    GL ES  |
-|----------------|:-------------:|:-------------------:|:------------------:|:---------:|
-| OpenGL ES 2.0  |    complete   |      complete       |     complete       |   planned |
-| OpenGL ES 3.0  |               |  nearing completion | nearing completion |   planned |
-[Level of OpenGL ES support via backing renderers]
+### Level of OpenGL ES support via backing renderers
 
+|                |  Direct3D 9   |  Direct3D 11     |   Desktop GL   |    GL ES      |
+|----------------|:-------------:|:----------------:|:--------------:|:-------------:|
+| OpenGL ES 2.0  |    complete   |    complete      |    complete    |   complete    |
+| OpenGL ES 3.0  |               |    complete      |    complete    |  in progress  |
+| OpenGL ES 3.1  |               |   not started    |   in progress  |  in progress  |
 
-|             |    Direct3D 9  |   Direct3D 11  |   Desktop GL  |
-|------------:|:--------------:|:--------------:|:-------------:|
-| Windows     |        *       |        *       |       *       |
-| Linux       |                |                |       *       |
-| Mac OS X    |                |                |   in progress |
-[Platform support via backing renderers]
+### Platform support via backing renderers
 
-ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.
+|             |    Direct3D 9  |   Direct3D 11  |   Desktop GL  |    GL ES    |   Vulkan    |
+|------------:|:--------------:|:--------------:|:-------------:|:-----------:|:-----------:|
+| Windows     |    complete    |    complete    |   complete    |   complete  | in progress |
+| Linux       |                |                |   complete    |             |   planned   |
+| Mac OS X    |                |                |   in progress |             |             |
+| Chrome OS   |                |                |               |   complete  |   planned   |
+| Android     |                |                |               |   complete  |   planned   |
 
-ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.
+ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011.
+ANGLE also provides an implementation of the EGL 1.4 specification.
 
-Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.
+ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows
+platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated
+Canvas2D implementation and the Native Client sandbox environment.
+
+Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL
+implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of
+the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders
+are accepted across browsers and platforms. The shader translator can be used to translate shaders
+to other shading languages, and to optionally apply shader modifications to work around bugs or
+quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even
+ESSL for native GLES2 platforms.
 
 ## Sources