This tutorial will give you an introduction to compute shaders in OpenGL ES 3.1, how they fit into the rest of OpenGL ES and how you can make use of it in your application. Using compute shaders effectively requires a new mindset where parallel computation is exposed more explicitly to developers. With this explicitness, various new primitives are introduced which allows compute shader threads to share access to memory and synchronize execution.
This tutorial does not include a particular code sample outside the snippets provided here. See the OpenGL ES 3.1 samples for more in-depth compute shader sample code. It is intended to be read before digging deep into the more involved compute shader samples.